babylon.max.js 5.7 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. /**
  5670. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5671. * @returns a new down Vector3
  5672. */
  5673. Vector3.Down = function () {
  5674. return new Vector3(0.0, -1.0, 0.0);
  5675. };
  5676. /**
  5677. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5678. * @returns a new forward Vector3
  5679. */
  5680. Vector3.Forward = function () {
  5681. return new Vector3(0.0, 0.0, 1.0);
  5682. };
  5683. /**
  5684. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5685. * @returns a new forward Vector3
  5686. */
  5687. Vector3.Backward = function () {
  5688. return new Vector3(0.0, 0.0, -1.0);
  5689. };
  5690. /**
  5691. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5692. * @returns a new right Vector3
  5693. */
  5694. Vector3.Right = function () {
  5695. return new Vector3(1.0, 0.0, 0.0);
  5696. };
  5697. /**
  5698. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5699. * @returns a new left Vector3
  5700. */
  5701. Vector3.Left = function () {
  5702. return new Vector3(-1.0, 0.0, 0.0);
  5703. };
  5704. /**
  5705. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5706. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5707. * @param vector defines the Vector3 to transform
  5708. * @param transformation defines the transformation matrix
  5709. * @returns the transformed Vector3
  5710. */
  5711. Vector3.TransformCoordinates = function (vector, transformation) {
  5712. var result = Vector3.Zero();
  5713. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5714. return result;
  5715. };
  5716. /**
  5717. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5718. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5719. * @param vector defines the Vector3 to transform
  5720. * @param transformation defines the transformation matrix
  5721. * @param result defines the Vector3 where to store the result
  5722. */
  5723. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5724. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5725. };
  5726. /**
  5727. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5728. * This method computes tranformed coordinates only, not transformed direction vectors
  5729. * @param x define the x coordinate of the source vector
  5730. * @param y define the y coordinate of the source vector
  5731. * @param z define the z coordinate of the source vector
  5732. * @param transformation defines the transformation matrix
  5733. * @param result defines the Vector3 where to store the result
  5734. */
  5735. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5736. var m = transformation.m;
  5737. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5738. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5739. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5740. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5741. result.x = rx * rw;
  5742. result.y = ry * rw;
  5743. result.z = rz * rw;
  5744. };
  5745. /**
  5746. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5747. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5748. * @param vector defines the Vector3 to transform
  5749. * @param transformation defines the transformation matrix
  5750. * @returns the new Vector3
  5751. */
  5752. Vector3.TransformNormal = function (vector, transformation) {
  5753. var result = Vector3.Zero();
  5754. Vector3.TransformNormalToRef(vector, transformation, result);
  5755. return result;
  5756. };
  5757. /**
  5758. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5759. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5760. * @param vector defines the Vector3 to transform
  5761. * @param transformation defines the transformation matrix
  5762. * @param result defines the Vector3 where to store the result
  5763. */
  5764. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5765. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5766. };
  5767. /**
  5768. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5769. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5770. * @param x define the x coordinate of the source vector
  5771. * @param y define the y coordinate of the source vector
  5772. * @param z define the z coordinate of the source vector
  5773. * @param transformation defines the transformation matrix
  5774. * @param result defines the Vector3 where to store the result
  5775. */
  5776. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5777. var m = transformation.m;
  5778. result.x = x * m[0] + y * m[4] + z * m[8];
  5779. result.y = x * m[1] + y * m[5] + z * m[9];
  5780. result.z = x * m[2] + y * m[6] + z * m[10];
  5781. };
  5782. /**
  5783. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5784. * @param value1 defines the first control point
  5785. * @param value2 defines the second control point
  5786. * @param value3 defines the third control point
  5787. * @param value4 defines the fourth control point
  5788. * @param amount defines the amount on the spline to use
  5789. * @returns the new Vector3
  5790. */
  5791. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5792. var squared = amount * amount;
  5793. var cubed = amount * squared;
  5794. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5795. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5796. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5797. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5798. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5799. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5800. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5801. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5802. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5803. return new Vector3(x, y, z);
  5804. };
  5805. /**
  5806. * 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"
  5807. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5808. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5809. * @param value defines the current value
  5810. * @param min defines the lower range value
  5811. * @param max defines the upper range value
  5812. * @returns the new Vector3
  5813. */
  5814. Vector3.Clamp = function (value, min, max) {
  5815. var v = new Vector3();
  5816. Vector3.ClampToRef(value, min, max, v);
  5817. return v;
  5818. };
  5819. /**
  5820. * 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"
  5821. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5822. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5823. * @param value defines the current value
  5824. * @param min defines the lower range value
  5825. * @param max defines the upper range value
  5826. * @param result defines the Vector3 where to store the result
  5827. */
  5828. Vector3.ClampToRef = function (value, min, max, result) {
  5829. var x = value.x;
  5830. x = (x > max.x) ? max.x : x;
  5831. x = (x < min.x) ? min.x : x;
  5832. var y = value.y;
  5833. y = (y > max.y) ? max.y : y;
  5834. y = (y < min.y) ? min.y : y;
  5835. var z = value.z;
  5836. z = (z > max.z) ? max.z : z;
  5837. z = (z < min.z) ? min.z : z;
  5838. result.copyFromFloats(x, y, z);
  5839. };
  5840. /**
  5841. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5842. * @param value1 defines the first control point
  5843. * @param tangent1 defines the first tangent vector
  5844. * @param value2 defines the second control point
  5845. * @param tangent2 defines the second tangent vector
  5846. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5847. * @returns the new Vector3
  5848. */
  5849. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5850. var squared = amount * amount;
  5851. var cubed = amount * squared;
  5852. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5853. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5854. var part3 = (cubed - (2.0 * squared)) + amount;
  5855. var part4 = cubed - squared;
  5856. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5857. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5858. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5859. return new Vector3(x, y, z);
  5860. };
  5861. /**
  5862. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5863. * @param start defines the start value
  5864. * @param end defines the end value
  5865. * @param amount max defines amount between both (between 0 and 1)
  5866. * @returns the new Vector3
  5867. */
  5868. Vector3.Lerp = function (start, end, amount) {
  5869. var result = new Vector3(0, 0, 0);
  5870. Vector3.LerpToRef(start, end, amount, result);
  5871. return result;
  5872. };
  5873. /**
  5874. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5875. * @param start defines the start value
  5876. * @param end defines the end value
  5877. * @param amount max defines amount between both (between 0 and 1)
  5878. * @param result defines the Vector3 where to store the result
  5879. */
  5880. Vector3.LerpToRef = function (start, end, amount, result) {
  5881. result.x = start.x + ((end.x - start.x) * amount);
  5882. result.y = start.y + ((end.y - start.y) * amount);
  5883. result.z = start.z + ((end.z - start.z) * amount);
  5884. };
  5885. /**
  5886. * Returns the dot product (float) between the vectors "left" and "right"
  5887. * @param left defines the left operand
  5888. * @param right defines the right operand
  5889. * @returns the dot product
  5890. */
  5891. Vector3.Dot = function (left, right) {
  5892. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5893. };
  5894. /**
  5895. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5896. * The cross product is then orthogonal to both "left" and "right"
  5897. * @param left defines the left operand
  5898. * @param right defines the right operand
  5899. * @returns the cross product
  5900. */
  5901. Vector3.Cross = function (left, right) {
  5902. var result = Vector3.Zero();
  5903. Vector3.CrossToRef(left, right, result);
  5904. return result;
  5905. };
  5906. /**
  5907. * Sets the given vector "result" with the cross product of "left" and "right"
  5908. * The cross product is then orthogonal to both "left" and "right"
  5909. * @param left defines the left operand
  5910. * @param right defines the right operand
  5911. * @param result defines the Vector3 where to store the result
  5912. */
  5913. Vector3.CrossToRef = function (left, right, result) {
  5914. var x = left.y * right.z - left.z * right.y;
  5915. var y = left.z * right.x - left.x * right.z;
  5916. var z = left.x * right.y - left.y * right.x;
  5917. result.copyFromFloats(x, y, z);
  5918. };
  5919. /**
  5920. * Returns a new Vector3 as the normalization of the given vector
  5921. * @param vector defines the Vector3 to normalize
  5922. * @returns the new Vector3
  5923. */
  5924. Vector3.Normalize = function (vector) {
  5925. var result = Vector3.Zero();
  5926. Vector3.NormalizeToRef(vector, result);
  5927. return result;
  5928. };
  5929. /**
  5930. * Sets the given vector "result" with the normalization of the given first vector
  5931. * @param vector defines the Vector3 to normalize
  5932. * @param result defines the Vector3 where to store the result
  5933. */
  5934. Vector3.NormalizeToRef = function (vector, result) {
  5935. vector.normalizeToRef(result);
  5936. };
  5937. /**
  5938. * Project a Vector3 onto screen space
  5939. * @param vector defines the Vector3 to project
  5940. * @param world defines the world matrix to use
  5941. * @param transform defines the transform (view x projection) matrix to use
  5942. * @param viewport defines the screen viewport to use
  5943. * @returns the new Vector3
  5944. */
  5945. Vector3.Project = function (vector, world, transform, viewport) {
  5946. var cw = viewport.width;
  5947. var ch = viewport.height;
  5948. var cx = viewport.x;
  5949. var cy = viewport.y;
  5950. var viewportMatrix = MathTmp.Matrix[1];
  5951. 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);
  5952. var matrix = MathTmp.Matrix[0];
  5953. world.multiplyToRef(transform, matrix);
  5954. matrix.multiplyToRef(viewportMatrix, matrix);
  5955. return Vector3.TransformCoordinates(vector, matrix);
  5956. };
  5957. /** @hidden */
  5958. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5959. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5960. var m = matrix.m;
  5961. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5962. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5963. result.scaleInPlace(1.0 / num);
  5964. }
  5965. };
  5966. /**
  5967. * Unproject from screen space to object space
  5968. * @param source defines the screen space Vector3 to use
  5969. * @param viewportWidth defines the current width of the viewport
  5970. * @param viewportHeight defines the current height of the viewport
  5971. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5972. * @param transform defines the transform (view x projection) matrix to use
  5973. * @returns the new Vector3
  5974. */
  5975. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5976. var matrix = MathTmp.Matrix[0];
  5977. world.multiplyToRef(transform, matrix);
  5978. matrix.invert();
  5979. source.x = source.x / viewportWidth * 2 - 1;
  5980. source.y = -(source.y / viewportHeight * 2 - 1);
  5981. var vector = new Vector3();
  5982. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5983. return vector;
  5984. };
  5985. /**
  5986. * Unproject from screen space to object space
  5987. * @param source defines the screen space Vector3 to use
  5988. * @param viewportWidth defines the current width of the viewport
  5989. * @param viewportHeight defines the current height of the viewport
  5990. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5991. * @param view defines the view matrix to use
  5992. * @param projection defines the projection matrix to use
  5993. * @returns the new Vector3
  5994. */
  5995. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5996. var result = Vector3.Zero();
  5997. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5998. return result;
  5999. };
  6000. /**
  6001. * Unproject from screen space to object space
  6002. * @param source defines the screen space Vector3 to use
  6003. * @param viewportWidth defines the current width of the viewport
  6004. * @param viewportHeight defines the current height of the viewport
  6005. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6006. * @param view defines the view matrix to use
  6007. * @param projection defines the projection matrix to use
  6008. * @param result defines the Vector3 where to store the result
  6009. */
  6010. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6011. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6012. };
  6013. /**
  6014. * Unproject from screen space to object space
  6015. * @param sourceX defines the screen space x coordinate to use
  6016. * @param sourceY defines the screen space y coordinate to use
  6017. * @param sourceZ defines the screen space z coordinate to use
  6018. * @param viewportWidth defines the current width of the viewport
  6019. * @param viewportHeight defines the current height of the viewport
  6020. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6021. * @param view defines the view matrix to use
  6022. * @param projection defines the projection matrix to use
  6023. * @param result defines the Vector3 where to store the result
  6024. */
  6025. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6026. var matrix = MathTmp.Matrix[0];
  6027. world.multiplyToRef(view, matrix);
  6028. matrix.multiplyToRef(projection, matrix);
  6029. matrix.invert();
  6030. var screenSource = MathTmp.Vector3[0];
  6031. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6032. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6033. screenSource.z = 2 * sourceZ - 1.0;
  6034. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6035. };
  6036. /**
  6037. * Unproject a ray from screen space to object space
  6038. * @param sourceX defines the screen space x coordinate to use
  6039. * @param sourceY defines the screen space y coordinate to use
  6040. * @param viewportWidth defines the current width of the viewport
  6041. * @param viewportHeight defines the current height of the viewport
  6042. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6043. * @param view defines the view matrix to use
  6044. * @param projection defines the projection matrix to use
  6045. * @param ray defines the Ray where to store the result
  6046. */
  6047. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6048. var matrix = MathTmp.Matrix[0];
  6049. world.multiplyToRef(view, matrix);
  6050. matrix.multiplyToRef(projection, matrix);
  6051. matrix.invert();
  6052. var nearScreenSource = MathTmp.Vector3[0];
  6053. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6054. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6055. nearScreenSource.z = -1.0;
  6056. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6057. var nearVec3 = MathTmp.Vector3[2];
  6058. var farVec3 = MathTmp.Vector3[3];
  6059. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6060. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6061. ray.origin.copyFrom(nearVec3);
  6062. farVec3.subtractToRef(nearVec3, ray.direction);
  6063. ray.direction.normalize();
  6064. };
  6065. /**
  6066. * Gets the minimal coordinate values between two Vector3
  6067. * @param left defines the first operand
  6068. * @param right defines the second operand
  6069. * @returns the new Vector3
  6070. */
  6071. Vector3.Minimize = function (left, right) {
  6072. var min = left.clone();
  6073. min.minimizeInPlace(right);
  6074. return min;
  6075. };
  6076. /**
  6077. * Gets the maximal coordinate values between two Vector3
  6078. * @param left defines the first operand
  6079. * @param right defines the second operand
  6080. * @returns the new Vector3
  6081. */
  6082. Vector3.Maximize = function (left, right) {
  6083. var max = left.clone();
  6084. max.maximizeInPlace(right);
  6085. return max;
  6086. };
  6087. /**
  6088. * Returns the distance between the vectors "value1" and "value2"
  6089. * @param value1 defines the first operand
  6090. * @param value2 defines the second operand
  6091. * @returns the distance
  6092. */
  6093. Vector3.Distance = function (value1, value2) {
  6094. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6095. };
  6096. /**
  6097. * Returns the squared distance between the vectors "value1" and "value2"
  6098. * @param value1 defines the first operand
  6099. * @param value2 defines the second operand
  6100. * @returns the squared distance
  6101. */
  6102. Vector3.DistanceSquared = function (value1, value2) {
  6103. var x = value1.x - value2.x;
  6104. var y = value1.y - value2.y;
  6105. var z = value1.z - value2.z;
  6106. return (x * x) + (y * y) + (z * z);
  6107. };
  6108. /**
  6109. * Returns a new Vector3 located at the center between "value1" and "value2"
  6110. * @param value1 defines the first operand
  6111. * @param value2 defines the second operand
  6112. * @returns the new Vector3
  6113. */
  6114. Vector3.Center = function (value1, value2) {
  6115. var center = value1.add(value2);
  6116. center.scaleInPlace(0.5);
  6117. return center;
  6118. };
  6119. /**
  6120. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6121. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6122. * to something in order to rotate it from its local system to the given target system
  6123. * Note: axis1, axis2 and axis3 are normalized during this operation
  6124. * @param axis1 defines the first axis
  6125. * @param axis2 defines the second axis
  6126. * @param axis3 defines the third axis
  6127. * @returns a new Vector3
  6128. */
  6129. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6130. var rotation = Vector3.Zero();
  6131. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6132. return rotation;
  6133. };
  6134. /**
  6135. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6136. * @param axis1 defines the first axis
  6137. * @param axis2 defines the second axis
  6138. * @param axis3 defines the third axis
  6139. * @param ref defines the Vector3 where to store the result
  6140. */
  6141. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6142. var quat = MathTmp.Quaternion[0];
  6143. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6144. quat.toEulerAnglesToRef(ref);
  6145. };
  6146. return Vector3;
  6147. }());
  6148. BABYLON.Vector3 = Vector3;
  6149. /**
  6150. * Vector4 class created for EulerAngle class conversion to Quaternion
  6151. */
  6152. var Vector4 = /** @class */ (function () {
  6153. /**
  6154. * Creates a Vector4 object from the given floats.
  6155. * @param x x value of the vector
  6156. * @param y y value of the vector
  6157. * @param z z value of the vector
  6158. * @param w w value of the vector
  6159. */
  6160. function Vector4(
  6161. /** x value of the vector */
  6162. x,
  6163. /** y value of the vector */
  6164. y,
  6165. /** z value of the vector */
  6166. z,
  6167. /** w value of the vector */
  6168. w) {
  6169. this.x = x;
  6170. this.y = y;
  6171. this.z = z;
  6172. this.w = w;
  6173. }
  6174. /**
  6175. * Returns the string with the Vector4 coordinates.
  6176. * @returns a string containing all the vector values
  6177. */
  6178. Vector4.prototype.toString = function () {
  6179. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6180. };
  6181. /**
  6182. * Returns the string "Vector4".
  6183. * @returns "Vector4"
  6184. */
  6185. Vector4.prototype.getClassName = function () {
  6186. return "Vector4";
  6187. };
  6188. /**
  6189. * Returns the Vector4 hash code.
  6190. * @returns a unique hash code
  6191. */
  6192. Vector4.prototype.getHashCode = function () {
  6193. var hash = this.x || 0;
  6194. hash = (hash * 397) ^ (this.y || 0);
  6195. hash = (hash * 397) ^ (this.z || 0);
  6196. hash = (hash * 397) ^ (this.w || 0);
  6197. return hash;
  6198. };
  6199. // Operators
  6200. /**
  6201. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6202. * @returns the resulting array
  6203. */
  6204. Vector4.prototype.asArray = function () {
  6205. var result = new Array();
  6206. this.toArray(result, 0);
  6207. return result;
  6208. };
  6209. /**
  6210. * Populates the given array from the given index with the Vector4 coordinates.
  6211. * @param array array to populate
  6212. * @param index index of the array to start at (default: 0)
  6213. * @returns the Vector4.
  6214. */
  6215. Vector4.prototype.toArray = function (array, index) {
  6216. if (index === undefined) {
  6217. index = 0;
  6218. }
  6219. array[index] = this.x;
  6220. array[index + 1] = this.y;
  6221. array[index + 2] = this.z;
  6222. array[index + 3] = this.w;
  6223. return this;
  6224. };
  6225. /**
  6226. * Adds the given vector to the current Vector4.
  6227. * @param otherVector the vector to add
  6228. * @returns the updated Vector4.
  6229. */
  6230. Vector4.prototype.addInPlace = function (otherVector) {
  6231. this.x += otherVector.x;
  6232. this.y += otherVector.y;
  6233. this.z += otherVector.z;
  6234. this.w += otherVector.w;
  6235. return this;
  6236. };
  6237. /**
  6238. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6239. * @param otherVector the vector to add
  6240. * @returns the resulting vector
  6241. */
  6242. Vector4.prototype.add = function (otherVector) {
  6243. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6244. };
  6245. /**
  6246. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6247. * @param otherVector the vector to add
  6248. * @param result the vector to store the result
  6249. * @returns the current Vector4.
  6250. */
  6251. Vector4.prototype.addToRef = function (otherVector, result) {
  6252. result.x = this.x + otherVector.x;
  6253. result.y = this.y + otherVector.y;
  6254. result.z = this.z + otherVector.z;
  6255. result.w = this.w + otherVector.w;
  6256. return this;
  6257. };
  6258. /**
  6259. * Subtract in place the given vector from the current Vector4.
  6260. * @param otherVector the vector to subtract
  6261. * @returns the updated Vector4.
  6262. */
  6263. Vector4.prototype.subtractInPlace = function (otherVector) {
  6264. this.x -= otherVector.x;
  6265. this.y -= otherVector.y;
  6266. this.z -= otherVector.z;
  6267. this.w -= otherVector.w;
  6268. return this;
  6269. };
  6270. /**
  6271. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6272. * @param otherVector the vector to add
  6273. * @returns the new vector with the result
  6274. */
  6275. Vector4.prototype.subtract = function (otherVector) {
  6276. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6277. };
  6278. /**
  6279. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6280. * @param otherVector the vector to subtract
  6281. * @param result the vector to store the result
  6282. * @returns the current Vector4.
  6283. */
  6284. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6285. result.x = this.x - otherVector.x;
  6286. result.y = this.y - otherVector.y;
  6287. result.z = this.z - otherVector.z;
  6288. result.w = this.w - otherVector.w;
  6289. return this;
  6290. };
  6291. /**
  6292. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6293. */
  6294. /**
  6295. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6296. * @param x value to subtract
  6297. * @param y value to subtract
  6298. * @param z value to subtract
  6299. * @param w value to subtract
  6300. * @returns new vector containing the result
  6301. */
  6302. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6303. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6304. };
  6305. /**
  6306. * Sets the given vector "result" 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. * @param result the vector to store the result in
  6312. * @returns the current Vector4.
  6313. */
  6314. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6315. result.x = this.x - x;
  6316. result.y = this.y - y;
  6317. result.z = this.z - z;
  6318. result.w = this.w - w;
  6319. return this;
  6320. };
  6321. /**
  6322. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6323. * @returns a new vector with the negated values
  6324. */
  6325. Vector4.prototype.negate = function () {
  6326. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6327. };
  6328. /**
  6329. * Multiplies the current Vector4 coordinates by scale (float).
  6330. * @param scale the number to scale with
  6331. * @returns the updated Vector4.
  6332. */
  6333. Vector4.prototype.scaleInPlace = function (scale) {
  6334. this.x *= scale;
  6335. this.y *= scale;
  6336. this.z *= scale;
  6337. this.w *= scale;
  6338. return this;
  6339. };
  6340. /**
  6341. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6342. * @param scale the number to scale with
  6343. * @returns a new vector with the result
  6344. */
  6345. Vector4.prototype.scale = function (scale) {
  6346. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6347. };
  6348. /**
  6349. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6350. * @param scale the number to scale with
  6351. * @param result a vector to store the result in
  6352. * @returns the current Vector4.
  6353. */
  6354. Vector4.prototype.scaleToRef = function (scale, result) {
  6355. result.x = this.x * scale;
  6356. result.y = this.y * scale;
  6357. result.z = this.z * scale;
  6358. result.w = this.w * scale;
  6359. return this;
  6360. };
  6361. /**
  6362. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6363. * @param scale defines the scale factor
  6364. * @param result defines the Vector4 object where to store the result
  6365. * @returns the unmodified current Vector4
  6366. */
  6367. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6368. result.x += this.x * scale;
  6369. result.y += this.y * scale;
  6370. result.z += this.z * scale;
  6371. result.w += this.w * scale;
  6372. return this;
  6373. };
  6374. /**
  6375. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6376. * @param otherVector the vector to compare against
  6377. * @returns true if they are equal
  6378. */
  6379. Vector4.prototype.equals = function (otherVector) {
  6380. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6381. };
  6382. /**
  6383. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6384. * @param otherVector vector to compare against
  6385. * @param epsilon (Default: very small number)
  6386. * @returns true if they are equal
  6387. */
  6388. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6389. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6390. return otherVector
  6391. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6392. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6393. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6394. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6395. };
  6396. /**
  6397. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6398. * @param x x value to compare against
  6399. * @param y y value to compare against
  6400. * @param z z value to compare against
  6401. * @param w w value to compare against
  6402. * @returns true if equal
  6403. */
  6404. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6405. return this.x === x && this.y === y && this.z === z && this.w === w;
  6406. };
  6407. /**
  6408. * Multiplies in place the current Vector4 by the given one.
  6409. * @param otherVector vector to multiple with
  6410. * @returns the updated Vector4.
  6411. */
  6412. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6413. this.x *= otherVector.x;
  6414. this.y *= otherVector.y;
  6415. this.z *= otherVector.z;
  6416. this.w *= otherVector.w;
  6417. return this;
  6418. };
  6419. /**
  6420. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6421. * @param otherVector vector to multiple with
  6422. * @returns resulting new vector
  6423. */
  6424. Vector4.prototype.multiply = function (otherVector) {
  6425. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6426. };
  6427. /**
  6428. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6429. * @param otherVector vector to multiple with
  6430. * @param result vector to store the result
  6431. * @returns the current Vector4.
  6432. */
  6433. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6434. result.x = this.x * otherVector.x;
  6435. result.y = this.y * otherVector.y;
  6436. result.z = this.z * otherVector.z;
  6437. result.w = this.w * otherVector.w;
  6438. return this;
  6439. };
  6440. /**
  6441. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6442. * @param x x value multiply with
  6443. * @param y y value multiply with
  6444. * @param z z value multiply with
  6445. * @param w w value multiply with
  6446. * @returns resulting new vector
  6447. */
  6448. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6449. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6450. };
  6451. /**
  6452. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6453. * @param otherVector vector to devide with
  6454. * @returns resulting new vector
  6455. */
  6456. Vector4.prototype.divide = function (otherVector) {
  6457. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6458. };
  6459. /**
  6460. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6461. * @param otherVector vector to devide with
  6462. * @param result vector to store the result
  6463. * @returns the current Vector4.
  6464. */
  6465. Vector4.prototype.divideToRef = function (otherVector, result) {
  6466. result.x = this.x / otherVector.x;
  6467. result.y = this.y / otherVector.y;
  6468. result.z = this.z / otherVector.z;
  6469. result.w = this.w / otherVector.w;
  6470. return this;
  6471. };
  6472. /**
  6473. * Divides the current Vector3 coordinates by the given ones.
  6474. * @param otherVector vector to devide with
  6475. * @returns the updated Vector3.
  6476. */
  6477. Vector4.prototype.divideInPlace = function (otherVector) {
  6478. return this.divideToRef(otherVector, this);
  6479. };
  6480. /**
  6481. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6482. * @param other defines the second operand
  6483. * @returns the current updated Vector4
  6484. */
  6485. Vector4.prototype.minimizeInPlace = function (other) {
  6486. if (other.x < this.x) {
  6487. this.x = other.x;
  6488. }
  6489. if (other.y < this.y) {
  6490. this.y = other.y;
  6491. }
  6492. if (other.z < this.z) {
  6493. this.z = other.z;
  6494. }
  6495. if (other.w < this.w) {
  6496. this.w = other.w;
  6497. }
  6498. return this;
  6499. };
  6500. /**
  6501. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6502. * @param other defines the second operand
  6503. * @returns the current updated Vector4
  6504. */
  6505. Vector4.prototype.maximizeInPlace = function (other) {
  6506. if (other.x > this.x) {
  6507. this.x = other.x;
  6508. }
  6509. if (other.y > this.y) {
  6510. this.y = other.y;
  6511. }
  6512. if (other.z > this.z) {
  6513. this.z = other.z;
  6514. }
  6515. if (other.w > this.w) {
  6516. this.w = other.w;
  6517. }
  6518. return this;
  6519. };
  6520. /**
  6521. * Gets a new Vector4 from current Vector4 floored values
  6522. * @returns a new Vector4
  6523. */
  6524. Vector4.prototype.floor = function () {
  6525. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6526. };
  6527. /**
  6528. * Gets a new Vector4 from current Vector3 floored values
  6529. * @returns a new Vector4
  6530. */
  6531. Vector4.prototype.fract = function () {
  6532. 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));
  6533. };
  6534. // Properties
  6535. /**
  6536. * Returns the Vector4 length (float).
  6537. * @returns the length
  6538. */
  6539. Vector4.prototype.length = function () {
  6540. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6541. };
  6542. /**
  6543. * Returns the Vector4 squared length (float).
  6544. * @returns the length squared
  6545. */
  6546. Vector4.prototype.lengthSquared = function () {
  6547. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6548. };
  6549. // Methods
  6550. /**
  6551. * Normalizes in place the Vector4.
  6552. * @returns the updated Vector4.
  6553. */
  6554. Vector4.prototype.normalize = function () {
  6555. var len = this.length();
  6556. if (len === 0) {
  6557. return this;
  6558. }
  6559. return this.scaleInPlace(1.0 / len);
  6560. };
  6561. /**
  6562. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6563. * @returns this converted to a new vector3
  6564. */
  6565. Vector4.prototype.toVector3 = function () {
  6566. return new Vector3(this.x, this.y, this.z);
  6567. };
  6568. /**
  6569. * Returns a new Vector4 copied from the current one.
  6570. * @returns the new cloned vector
  6571. */
  6572. Vector4.prototype.clone = function () {
  6573. return new Vector4(this.x, this.y, this.z, this.w);
  6574. };
  6575. /**
  6576. * Updates the current Vector4 with the given one coordinates.
  6577. * @param source the source vector to copy from
  6578. * @returns the updated Vector4.
  6579. */
  6580. Vector4.prototype.copyFrom = function (source) {
  6581. this.x = source.x;
  6582. this.y = source.y;
  6583. this.z = source.z;
  6584. this.w = source.w;
  6585. return this;
  6586. };
  6587. /**
  6588. * Updates the current Vector4 coordinates with the given floats.
  6589. * @param x float to copy from
  6590. * @param y float to copy from
  6591. * @param z float to copy from
  6592. * @param w float to copy from
  6593. * @returns the updated Vector4.
  6594. */
  6595. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6596. this.x = x;
  6597. this.y = y;
  6598. this.z = z;
  6599. this.w = w;
  6600. return this;
  6601. };
  6602. /**
  6603. * Updates the current Vector4 coordinates with the given floats.
  6604. * @param x float to set from
  6605. * @param y float to set from
  6606. * @param z float to set from
  6607. * @param w float to set from
  6608. * @returns the updated Vector4.
  6609. */
  6610. Vector4.prototype.set = function (x, y, z, w) {
  6611. return this.copyFromFloats(x, y, z, w);
  6612. };
  6613. /**
  6614. * Copies the given float to the current Vector3 coordinates
  6615. * @param v defines the x, y, z and w coordinates of the operand
  6616. * @returns the current updated Vector3
  6617. */
  6618. Vector4.prototype.setAll = function (v) {
  6619. this.x = this.y = this.z = this.w = v;
  6620. return this;
  6621. };
  6622. // Statics
  6623. /**
  6624. * Returns a new Vector4 set from the starting index of the given array.
  6625. * @param array the array to pull values from
  6626. * @param offset the offset into the array to start at
  6627. * @returns the new vector
  6628. */
  6629. Vector4.FromArray = function (array, offset) {
  6630. if (!offset) {
  6631. offset = 0;
  6632. }
  6633. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6634. };
  6635. /**
  6636. * Updates the given vector "result" from the starting index of the given array.
  6637. * @param array the array to pull values from
  6638. * @param offset the offset into the array to start at
  6639. * @param result the vector to store the result in
  6640. */
  6641. Vector4.FromArrayToRef = function (array, offset, result) {
  6642. result.x = array[offset];
  6643. result.y = array[offset + 1];
  6644. result.z = array[offset + 2];
  6645. result.w = array[offset + 3];
  6646. };
  6647. /**
  6648. * Updates the given vector "result" from the starting index of the given Float32Array.
  6649. * @param array the array to pull values from
  6650. * @param offset the offset into the array to start at
  6651. * @param result the vector to store the result in
  6652. */
  6653. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6654. Vector4.FromArrayToRef(array, offset, result);
  6655. };
  6656. /**
  6657. * Updates the given vector "result" coordinates from the given floats.
  6658. * @param x float to set from
  6659. * @param y float to set from
  6660. * @param z float to set from
  6661. * @param w float to set from
  6662. * @param result the vector to the floats in
  6663. */
  6664. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6665. result.x = x;
  6666. result.y = y;
  6667. result.z = z;
  6668. result.w = w;
  6669. };
  6670. /**
  6671. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6672. * @returns the new vector
  6673. */
  6674. Vector4.Zero = function () {
  6675. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6676. };
  6677. /**
  6678. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6679. * @returns the new vector
  6680. */
  6681. Vector4.One = function () {
  6682. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6683. };
  6684. /**
  6685. * Returns a new normalized Vector4 from the given one.
  6686. * @param vector the vector to normalize
  6687. * @returns the vector
  6688. */
  6689. Vector4.Normalize = function (vector) {
  6690. var result = Vector4.Zero();
  6691. Vector4.NormalizeToRef(vector, result);
  6692. return result;
  6693. };
  6694. /**
  6695. * Updates the given vector "result" from the normalization of the given one.
  6696. * @param vector the vector to normalize
  6697. * @param result the vector to store the result in
  6698. */
  6699. Vector4.NormalizeToRef = function (vector, result) {
  6700. result.copyFrom(vector);
  6701. result.normalize();
  6702. };
  6703. /**
  6704. * Returns a vector with the minimum values from the left and right vectors
  6705. * @param left left vector to minimize
  6706. * @param right right vector to minimize
  6707. * @returns a new vector with the minimum of the left and right vector values
  6708. */
  6709. Vector4.Minimize = function (left, right) {
  6710. var min = left.clone();
  6711. min.minimizeInPlace(right);
  6712. return min;
  6713. };
  6714. /**
  6715. * Returns a vector with the maximum values from the left and right vectors
  6716. * @param left left vector to maximize
  6717. * @param right right vector to maximize
  6718. * @returns a new vector with the maximum of the left and right vector values
  6719. */
  6720. Vector4.Maximize = function (left, right) {
  6721. var max = left.clone();
  6722. max.maximizeInPlace(right);
  6723. return max;
  6724. };
  6725. /**
  6726. * Returns the distance (float) between the vectors "value1" and "value2".
  6727. * @param value1 value to calulate the distance between
  6728. * @param value2 value to calulate the distance between
  6729. * @return the distance between the two vectors
  6730. */
  6731. Vector4.Distance = function (value1, value2) {
  6732. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6733. };
  6734. /**
  6735. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6736. * @param value1 value to calulate the distance between
  6737. * @param value2 value to calulate the distance between
  6738. * @return the distance between the two vectors squared
  6739. */
  6740. Vector4.DistanceSquared = function (value1, value2) {
  6741. var x = value1.x - value2.x;
  6742. var y = value1.y - value2.y;
  6743. var z = value1.z - value2.z;
  6744. var w = value1.w - value2.w;
  6745. return (x * x) + (y * y) + (z * z) + (w * w);
  6746. };
  6747. /**
  6748. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6749. * @param value1 value to calulate the center between
  6750. * @param value2 value to calulate the center between
  6751. * @return the center between the two vectors
  6752. */
  6753. Vector4.Center = function (value1, value2) {
  6754. var center = value1.add(value2);
  6755. center.scaleInPlace(0.5);
  6756. return center;
  6757. };
  6758. /**
  6759. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6760. * This methods computes transformed normalized direction vectors only.
  6761. * @param vector the vector to transform
  6762. * @param transformation the transformation matrix to apply
  6763. * @returns the new vector
  6764. */
  6765. Vector4.TransformNormal = function (vector, transformation) {
  6766. var result = Vector4.Zero();
  6767. Vector4.TransformNormalToRef(vector, transformation, result);
  6768. return result;
  6769. };
  6770. /**
  6771. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6772. * This methods computes transformed normalized direction vectors only.
  6773. * @param vector the vector to transform
  6774. * @param transformation the transformation matrix to apply
  6775. * @param result the vector to store the result in
  6776. */
  6777. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6778. var m = transformation.m;
  6779. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6780. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6781. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6782. result.x = x;
  6783. result.y = y;
  6784. result.z = z;
  6785. result.w = vector.w;
  6786. };
  6787. /**
  6788. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6789. * This methods computes transformed normalized direction vectors only.
  6790. * @param x value to transform
  6791. * @param y value to transform
  6792. * @param z value to transform
  6793. * @param w value to transform
  6794. * @param transformation the transformation matrix to apply
  6795. * @param result the vector to store the results in
  6796. */
  6797. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6798. var m = transformation.m;
  6799. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6800. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6801. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6802. result.w = w;
  6803. };
  6804. return Vector4;
  6805. }());
  6806. BABYLON.Vector4 = Vector4;
  6807. /**
  6808. * Size containing widht and height
  6809. */
  6810. var Size = /** @class */ (function () {
  6811. /**
  6812. * Creates a Size object from the given width and height (floats).
  6813. * @param width width of the new size
  6814. * @param height height of the new size
  6815. */
  6816. function Size(width, height) {
  6817. this.width = width;
  6818. this.height = height;
  6819. }
  6820. /**
  6821. * Returns a string with the Size width and height
  6822. * @returns a string with the Size width and height
  6823. */
  6824. Size.prototype.toString = function () {
  6825. return "{W: " + this.width + ", H: " + this.height + "}";
  6826. };
  6827. /**
  6828. * "Size"
  6829. * @returns the string "Size"
  6830. */
  6831. Size.prototype.getClassName = function () {
  6832. return "Size";
  6833. };
  6834. /**
  6835. * Returns the Size hash code.
  6836. * @returns a hash code for a unique width and height
  6837. */
  6838. Size.prototype.getHashCode = function () {
  6839. var hash = this.width || 0;
  6840. hash = (hash * 397) ^ (this.height || 0);
  6841. return hash;
  6842. };
  6843. /**
  6844. * Updates the current size from the given one.
  6845. * @param src the given size
  6846. */
  6847. Size.prototype.copyFrom = function (src) {
  6848. this.width = src.width;
  6849. this.height = src.height;
  6850. };
  6851. /**
  6852. * Updates in place the current Size from the given floats.
  6853. * @param width width of the new size
  6854. * @param height height of the new size
  6855. * @returns the updated Size.
  6856. */
  6857. Size.prototype.copyFromFloats = function (width, height) {
  6858. this.width = width;
  6859. this.height = height;
  6860. return this;
  6861. };
  6862. /**
  6863. * Updates in place the current Size from the given floats.
  6864. * @param width width to set
  6865. * @param height height to set
  6866. * @returns the updated Size.
  6867. */
  6868. Size.prototype.set = function (width, height) {
  6869. return this.copyFromFloats(width, height);
  6870. };
  6871. /**
  6872. * Multiplies the width and height by numbers
  6873. * @param w factor to multiple the width by
  6874. * @param h factor to multiple the height by
  6875. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6876. */
  6877. Size.prototype.multiplyByFloats = function (w, h) {
  6878. return new Size(this.width * w, this.height * h);
  6879. };
  6880. /**
  6881. * Clones the size
  6882. * @returns a new Size copied from the given one.
  6883. */
  6884. Size.prototype.clone = function () {
  6885. return new Size(this.width, this.height);
  6886. };
  6887. /**
  6888. * True if the current Size and the given one width and height are strictly equal.
  6889. * @param other the other size to compare against
  6890. * @returns True if the current Size and the given one width and height are strictly equal.
  6891. */
  6892. Size.prototype.equals = function (other) {
  6893. if (!other) {
  6894. return false;
  6895. }
  6896. return (this.width === other.width) && (this.height === other.height);
  6897. };
  6898. Object.defineProperty(Size.prototype, "surface", {
  6899. /**
  6900. * The surface of the Size : width * height (float).
  6901. */
  6902. get: function () {
  6903. return this.width * this.height;
  6904. },
  6905. enumerable: true,
  6906. configurable: true
  6907. });
  6908. /**
  6909. * Create a new size of zero
  6910. * @returns a new Size set to (0.0, 0.0)
  6911. */
  6912. Size.Zero = function () {
  6913. return new Size(0.0, 0.0);
  6914. };
  6915. /**
  6916. * Sums the width and height of two sizes
  6917. * @param otherSize size to add to this size
  6918. * @returns a new Size set as the addition result of the current Size and the given one.
  6919. */
  6920. Size.prototype.add = function (otherSize) {
  6921. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6922. return r;
  6923. };
  6924. /**
  6925. * Subtracts the width and height of two
  6926. * @param otherSize size to subtract to this size
  6927. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6928. */
  6929. Size.prototype.subtract = function (otherSize) {
  6930. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6931. return r;
  6932. };
  6933. /**
  6934. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6935. * @param start starting size to lerp between
  6936. * @param end end size to lerp between
  6937. * @param amount amount to lerp between the start and end values
  6938. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6939. */
  6940. Size.Lerp = function (start, end, amount) {
  6941. var w = start.width + ((end.width - start.width) * amount);
  6942. var h = start.height + ((end.height - start.height) * amount);
  6943. return new Size(w, h);
  6944. };
  6945. return Size;
  6946. }());
  6947. BABYLON.Size = Size;
  6948. /**
  6949. * Class used to store quaternion data
  6950. * @see https://en.wikipedia.org/wiki/Quaternion
  6951. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6952. */
  6953. var Quaternion = /** @class */ (function () {
  6954. /**
  6955. * Creates a new Quaternion from the given floats
  6956. * @param x defines the first component (0 by default)
  6957. * @param y defines the second component (0 by default)
  6958. * @param z defines the third component (0 by default)
  6959. * @param w defines the fourth component (1.0 by default)
  6960. */
  6961. function Quaternion(
  6962. /** defines the first component (0 by default) */
  6963. x,
  6964. /** defines the second component (0 by default) */
  6965. y,
  6966. /** defines the third component (0 by default) */
  6967. z,
  6968. /** defines the fourth component (1.0 by default) */
  6969. w) {
  6970. if (x === void 0) { x = 0.0; }
  6971. if (y === void 0) { y = 0.0; }
  6972. if (z === void 0) { z = 0.0; }
  6973. if (w === void 0) { w = 1.0; }
  6974. this.x = x;
  6975. this.y = y;
  6976. this.z = z;
  6977. this.w = w;
  6978. }
  6979. /**
  6980. * Gets a string representation for the current quaternion
  6981. * @returns a string with the Quaternion coordinates
  6982. */
  6983. Quaternion.prototype.toString = function () {
  6984. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6985. };
  6986. /**
  6987. * Gets the class name of the quaternion
  6988. * @returns the string "Quaternion"
  6989. */
  6990. Quaternion.prototype.getClassName = function () {
  6991. return "Quaternion";
  6992. };
  6993. /**
  6994. * Gets a hash code for this quaternion
  6995. * @returns the quaternion hash code
  6996. */
  6997. Quaternion.prototype.getHashCode = function () {
  6998. var hash = this.x || 0;
  6999. hash = (hash * 397) ^ (this.y || 0);
  7000. hash = (hash * 397) ^ (this.z || 0);
  7001. hash = (hash * 397) ^ (this.w || 0);
  7002. return hash;
  7003. };
  7004. /**
  7005. * Copy the quaternion to an array
  7006. * @returns a new array populated with 4 elements from the quaternion coordinates
  7007. */
  7008. Quaternion.prototype.asArray = function () {
  7009. return [this.x, this.y, this.z, this.w];
  7010. };
  7011. /**
  7012. * Check if two quaternions are equals
  7013. * @param otherQuaternion defines the second operand
  7014. * @return true if the current quaternion and the given one coordinates are strictly equals
  7015. */
  7016. Quaternion.prototype.equals = function (otherQuaternion) {
  7017. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7018. };
  7019. /**
  7020. * Clone the current quaternion
  7021. * @returns a new quaternion copied from the current one
  7022. */
  7023. Quaternion.prototype.clone = function () {
  7024. return new Quaternion(this.x, this.y, this.z, this.w);
  7025. };
  7026. /**
  7027. * Copy a quaternion to the current one
  7028. * @param other defines the other quaternion
  7029. * @returns the updated current quaternion
  7030. */
  7031. Quaternion.prototype.copyFrom = function (other) {
  7032. this.x = other.x;
  7033. this.y = other.y;
  7034. this.z = other.z;
  7035. this.w = other.w;
  7036. return this;
  7037. };
  7038. /**
  7039. * Updates the current quaternion with the given float coordinates
  7040. * @param x defines the x coordinate
  7041. * @param y defines the y coordinate
  7042. * @param z defines the z coordinate
  7043. * @param w defines the w coordinate
  7044. * @returns the updated current quaternion
  7045. */
  7046. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7047. this.x = x;
  7048. this.y = y;
  7049. this.z = z;
  7050. this.w = w;
  7051. return this;
  7052. };
  7053. /**
  7054. * Updates the current quaternion from the given float coordinates
  7055. * @param x defines the x coordinate
  7056. * @param y defines the y coordinate
  7057. * @param z defines the z coordinate
  7058. * @param w defines the w coordinate
  7059. * @returns the updated current quaternion
  7060. */
  7061. Quaternion.prototype.set = function (x, y, z, w) {
  7062. return this.copyFromFloats(x, y, z, w);
  7063. };
  7064. /**
  7065. * Adds two quaternions
  7066. * @param other defines the second operand
  7067. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7068. */
  7069. Quaternion.prototype.add = function (other) {
  7070. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7071. };
  7072. /**
  7073. * Add a quaternion to the current one
  7074. * @param other defines the quaternion to add
  7075. * @returns the current quaternion
  7076. */
  7077. Quaternion.prototype.addInPlace = function (other) {
  7078. this.x += other.x;
  7079. this.y += other.y;
  7080. this.z += other.z;
  7081. this.w += other.w;
  7082. return this;
  7083. };
  7084. /**
  7085. * Subtract two quaternions
  7086. * @param other defines the second operand
  7087. * @returns a new quaternion as the subtraction result of the given one from the current one
  7088. */
  7089. Quaternion.prototype.subtract = function (other) {
  7090. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7091. };
  7092. /**
  7093. * Multiplies the current quaternion by a scale factor
  7094. * @param value defines the scale factor
  7095. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7096. */
  7097. Quaternion.prototype.scale = function (value) {
  7098. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7099. };
  7100. /**
  7101. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7102. * @param scale defines the scale factor
  7103. * @param result defines the Quaternion object where to store the result
  7104. * @returns the unmodified current quaternion
  7105. */
  7106. Quaternion.prototype.scaleToRef = function (scale, result) {
  7107. result.x = this.x * scale;
  7108. result.y = this.y * scale;
  7109. result.z = this.z * scale;
  7110. result.w = this.w * scale;
  7111. return this;
  7112. };
  7113. /**
  7114. * Multiplies in place the current quaternion by a scale factor
  7115. * @param value defines the scale factor
  7116. * @returns the current modified quaternion
  7117. */
  7118. Quaternion.prototype.scaleInPlace = function (value) {
  7119. this.x *= value;
  7120. this.y *= value;
  7121. this.z *= value;
  7122. this.w *= value;
  7123. return this;
  7124. };
  7125. /**
  7126. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7127. * @param scale defines the scale factor
  7128. * @param result defines the Quaternion object where to store the result
  7129. * @returns the unmodified current quaternion
  7130. */
  7131. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7132. result.x += this.x * scale;
  7133. result.y += this.y * scale;
  7134. result.z += this.z * scale;
  7135. result.w += this.w * scale;
  7136. return this;
  7137. };
  7138. /**
  7139. * Multiplies two quaternions
  7140. * @param q1 defines the second operand
  7141. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7142. */
  7143. Quaternion.prototype.multiply = function (q1) {
  7144. var result = new Quaternion(0, 0, 0, 1.0);
  7145. this.multiplyToRef(q1, result);
  7146. return result;
  7147. };
  7148. /**
  7149. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7150. * @param q1 defines the second operand
  7151. * @param result defines the target quaternion
  7152. * @returns the current quaternion
  7153. */
  7154. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7155. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7156. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7157. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7158. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7159. result.copyFromFloats(x, y, z, w);
  7160. return this;
  7161. };
  7162. /**
  7163. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7164. * @param q1 defines the second operand
  7165. * @returns the currentupdated quaternion
  7166. */
  7167. Quaternion.prototype.multiplyInPlace = function (q1) {
  7168. this.multiplyToRef(q1, this);
  7169. return this;
  7170. };
  7171. /**
  7172. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7173. * @param ref defines the target quaternion
  7174. * @returns the current quaternion
  7175. */
  7176. Quaternion.prototype.conjugateToRef = function (ref) {
  7177. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7178. return this;
  7179. };
  7180. /**
  7181. * Conjugates in place (1-q) the current quaternion
  7182. * @returns the current updated quaternion
  7183. */
  7184. Quaternion.prototype.conjugateInPlace = function () {
  7185. this.x *= -1;
  7186. this.y *= -1;
  7187. this.z *= -1;
  7188. return this;
  7189. };
  7190. /**
  7191. * Conjugates in place (1-q) the current quaternion
  7192. * @returns a new quaternion
  7193. */
  7194. Quaternion.prototype.conjugate = function () {
  7195. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7196. return result;
  7197. };
  7198. /**
  7199. * Gets length of current quaternion
  7200. * @returns the quaternion length (float)
  7201. */
  7202. Quaternion.prototype.length = function () {
  7203. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7204. };
  7205. /**
  7206. * Normalize in place the current quaternion
  7207. * @returns the current updated quaternion
  7208. */
  7209. Quaternion.prototype.normalize = function () {
  7210. var length = 1.0 / this.length();
  7211. this.x *= length;
  7212. this.y *= length;
  7213. this.z *= length;
  7214. this.w *= length;
  7215. return this;
  7216. };
  7217. /**
  7218. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7219. * @param order is a reserved parameter and is ignore for now
  7220. * @returns a new Vector3 containing the Euler angles
  7221. */
  7222. Quaternion.prototype.toEulerAngles = function (order) {
  7223. if (order === void 0) { order = "YZX"; }
  7224. var result = Vector3.Zero();
  7225. this.toEulerAnglesToRef(result, order);
  7226. return result;
  7227. };
  7228. /**
  7229. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7230. * @param result defines the vector which will be filled with the Euler angles
  7231. * @param order is a reserved parameter and is ignore for now
  7232. * @returns the current unchanged quaternion
  7233. */
  7234. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7235. if (order === void 0) { order = "YZX"; }
  7236. var qz = this.z;
  7237. var qx = this.x;
  7238. var qy = this.y;
  7239. var qw = this.w;
  7240. var sqw = qw * qw;
  7241. var sqz = qz * qz;
  7242. var sqx = qx * qx;
  7243. var sqy = qy * qy;
  7244. var zAxisY = qy * qz - qx * qw;
  7245. var limit = .4999999;
  7246. if (zAxisY < -limit) {
  7247. result.y = 2 * Math.atan2(qy, qw);
  7248. result.x = Math.PI / 2;
  7249. result.z = 0;
  7250. }
  7251. else if (zAxisY > limit) {
  7252. result.y = 2 * Math.atan2(qy, qw);
  7253. result.x = -Math.PI / 2;
  7254. result.z = 0;
  7255. }
  7256. else {
  7257. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7258. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7259. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7260. }
  7261. return this;
  7262. };
  7263. /**
  7264. * Updates the given rotation matrix with the current quaternion values
  7265. * @param result defines the target matrix
  7266. * @returns the current unchanged quaternion
  7267. */
  7268. Quaternion.prototype.toRotationMatrix = function (result) {
  7269. Matrix.FromQuaternionToRef(this, result);
  7270. return this;
  7271. };
  7272. /**
  7273. * Updates the current quaternion from the given rotation matrix values
  7274. * @param matrix defines the source matrix
  7275. * @returns the current updated quaternion
  7276. */
  7277. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7278. Quaternion.FromRotationMatrixToRef(matrix, this);
  7279. return this;
  7280. };
  7281. // Statics
  7282. /**
  7283. * Creates a new quaternion from a rotation matrix
  7284. * @param matrix defines the source matrix
  7285. * @returns a new quaternion created from the given rotation matrix values
  7286. */
  7287. Quaternion.FromRotationMatrix = function (matrix) {
  7288. var result = new Quaternion();
  7289. Quaternion.FromRotationMatrixToRef(matrix, result);
  7290. return result;
  7291. };
  7292. /**
  7293. * Updates the given quaternion with the given rotation matrix values
  7294. * @param matrix defines the source matrix
  7295. * @param result defines the target quaternion
  7296. */
  7297. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7298. var data = matrix.m;
  7299. var m11 = data[0], m12 = data[4], m13 = data[8];
  7300. var m21 = data[1], m22 = data[5], m23 = data[9];
  7301. var m31 = data[2], m32 = data[6], m33 = data[10];
  7302. var trace = m11 + m22 + m33;
  7303. var s;
  7304. if (trace > 0) {
  7305. s = 0.5 / Math.sqrt(trace + 1.0);
  7306. result.w = 0.25 / s;
  7307. result.x = (m32 - m23) * s;
  7308. result.y = (m13 - m31) * s;
  7309. result.z = (m21 - m12) * s;
  7310. }
  7311. else if (m11 > m22 && m11 > m33) {
  7312. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7313. result.w = (m32 - m23) / s;
  7314. result.x = 0.25 * s;
  7315. result.y = (m12 + m21) / s;
  7316. result.z = (m13 + m31) / s;
  7317. }
  7318. else if (m22 > m33) {
  7319. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7320. result.w = (m13 - m31) / s;
  7321. result.x = (m12 + m21) / s;
  7322. result.y = 0.25 * s;
  7323. result.z = (m23 + m32) / s;
  7324. }
  7325. else {
  7326. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7327. result.w = (m21 - m12) / s;
  7328. result.x = (m13 + m31) / s;
  7329. result.y = (m23 + m32) / s;
  7330. result.z = 0.25 * s;
  7331. }
  7332. };
  7333. /**
  7334. * Returns the dot product (float) between the quaternions "left" and "right"
  7335. * @param left defines the left operand
  7336. * @param right defines the right operand
  7337. * @returns the dot product
  7338. */
  7339. Quaternion.Dot = function (left, right) {
  7340. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7341. };
  7342. /**
  7343. * Checks if the two quaternions are close to each other
  7344. * @param quat0 defines the first quaternion to check
  7345. * @param quat1 defines the second quaternion to check
  7346. * @returns true if the two quaternions are close to each other
  7347. */
  7348. Quaternion.AreClose = function (quat0, quat1) {
  7349. var dot = Quaternion.Dot(quat0, quat1);
  7350. return dot >= 0;
  7351. };
  7352. /**
  7353. * Creates an empty quaternion
  7354. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7355. */
  7356. Quaternion.Zero = function () {
  7357. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7358. };
  7359. /**
  7360. * Inverse a given quaternion
  7361. * @param q defines the source quaternion
  7362. * @returns a new quaternion as the inverted current quaternion
  7363. */
  7364. Quaternion.Inverse = function (q) {
  7365. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7366. };
  7367. /**
  7368. * Inverse a given quaternion
  7369. * @param q defines the source quaternion
  7370. * @param result the quaternion the result will be stored in
  7371. * @returns the result quaternion
  7372. */
  7373. Quaternion.InverseToRef = function (q, result) {
  7374. result.set(-q.x, -q.y, -q.z, q.w);
  7375. return result;
  7376. };
  7377. /**
  7378. * Creates an identity quaternion
  7379. * @returns the identity quaternion
  7380. */
  7381. Quaternion.Identity = function () {
  7382. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7383. };
  7384. /**
  7385. * Gets a boolean indicating if the given quaternion is identity
  7386. * @param quaternion defines the quaternion to check
  7387. * @returns true if the quaternion is identity
  7388. */
  7389. Quaternion.IsIdentity = function (quaternion) {
  7390. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7391. };
  7392. /**
  7393. * Creates a quaternion from a rotation around an axis
  7394. * @param axis defines the axis to use
  7395. * @param angle defines the angle to use
  7396. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7397. */
  7398. Quaternion.RotationAxis = function (axis, angle) {
  7399. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7400. };
  7401. /**
  7402. * Creates a rotation around an axis and stores it into the given quaternion
  7403. * @param axis defines the axis to use
  7404. * @param angle defines the angle to use
  7405. * @param result defines the target quaternion
  7406. * @returns the target quaternion
  7407. */
  7408. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7409. var sin = Math.sin(angle / 2);
  7410. axis.normalize();
  7411. result.w = Math.cos(angle / 2);
  7412. result.x = axis.x * sin;
  7413. result.y = axis.y * sin;
  7414. result.z = axis.z * sin;
  7415. return result;
  7416. };
  7417. /**
  7418. * Creates a new quaternion from data stored into an array
  7419. * @param array defines the data source
  7420. * @param offset defines the offset in the source array where the data starts
  7421. * @returns a new quaternion
  7422. */
  7423. Quaternion.FromArray = function (array, offset) {
  7424. if (!offset) {
  7425. offset = 0;
  7426. }
  7427. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7428. };
  7429. /**
  7430. * Create a quaternion from Euler rotation angles
  7431. * @param x Pitch
  7432. * @param y Yaw
  7433. * @param z Roll
  7434. * @returns the new Quaternion
  7435. */
  7436. Quaternion.FromEulerAngles = function (x, y, z) {
  7437. var q = new Quaternion();
  7438. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7439. return q;
  7440. };
  7441. /**
  7442. * Updates a quaternion from Euler rotation angles
  7443. * @param x Pitch
  7444. * @param y Yaw
  7445. * @param z Roll
  7446. * @param result the quaternion to store the result
  7447. * @returns the updated quaternion
  7448. */
  7449. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7450. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7451. return result;
  7452. };
  7453. /**
  7454. * Create a quaternion from Euler rotation vector
  7455. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7456. * @returns the new Quaternion
  7457. */
  7458. Quaternion.FromEulerVector = function (vec) {
  7459. var q = new Quaternion();
  7460. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7461. return q;
  7462. };
  7463. /**
  7464. * Updates a quaternion from Euler rotation vector
  7465. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7466. * @param result the quaternion to store the result
  7467. * @returns the updated quaternion
  7468. */
  7469. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7470. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7471. return result;
  7472. };
  7473. /**
  7474. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7475. * @param yaw defines the rotation around Y axis
  7476. * @param pitch defines the rotation around X axis
  7477. * @param roll defines the rotation around Z axis
  7478. * @returns the new quaternion
  7479. */
  7480. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7481. var q = new Quaternion();
  7482. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7483. return q;
  7484. };
  7485. /**
  7486. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7487. * @param yaw defines the rotation around Y axis
  7488. * @param pitch defines the rotation around X axis
  7489. * @param roll defines the rotation around Z axis
  7490. * @param result defines the target quaternion
  7491. */
  7492. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7493. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7494. var halfRoll = roll * 0.5;
  7495. var halfPitch = pitch * 0.5;
  7496. var halfYaw = yaw * 0.5;
  7497. var sinRoll = Math.sin(halfRoll);
  7498. var cosRoll = Math.cos(halfRoll);
  7499. var sinPitch = Math.sin(halfPitch);
  7500. var cosPitch = Math.cos(halfPitch);
  7501. var sinYaw = Math.sin(halfYaw);
  7502. var cosYaw = Math.cos(halfYaw);
  7503. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7504. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7505. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7506. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7507. };
  7508. /**
  7509. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7510. * @param alpha defines the rotation around first axis
  7511. * @param beta defines the rotation around second axis
  7512. * @param gamma defines the rotation around third axis
  7513. * @returns the new quaternion
  7514. */
  7515. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7516. var result = new Quaternion();
  7517. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7518. return result;
  7519. };
  7520. /**
  7521. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7522. * @param alpha defines the rotation around first axis
  7523. * @param beta defines the rotation around second axis
  7524. * @param gamma defines the rotation around third axis
  7525. * @param result defines the target quaternion
  7526. */
  7527. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7528. // Produces a quaternion from Euler angles in the z-x-z orientation
  7529. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7530. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7531. var halfBeta = beta * 0.5;
  7532. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7533. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7534. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7535. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7536. };
  7537. /**
  7538. * 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)
  7539. * @param axis1 defines the first axis
  7540. * @param axis2 defines the second axis
  7541. * @param axis3 defines the third axis
  7542. * @returns the new quaternion
  7543. */
  7544. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7545. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7546. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7547. return quat;
  7548. };
  7549. /**
  7550. * 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
  7551. * @param axis1 defines the first axis
  7552. * @param axis2 defines the second axis
  7553. * @param axis3 defines the third axis
  7554. * @param ref defines the target quaternion
  7555. */
  7556. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7557. var rotMat = MathTmp.Matrix[0];
  7558. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7559. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7560. };
  7561. /**
  7562. * Interpolates between two quaternions
  7563. * @param left defines first quaternion
  7564. * @param right defines second quaternion
  7565. * @param amount defines the gradient to use
  7566. * @returns the new interpolated quaternion
  7567. */
  7568. Quaternion.Slerp = function (left, right, amount) {
  7569. var result = Quaternion.Identity();
  7570. Quaternion.SlerpToRef(left, right, amount, result);
  7571. return result;
  7572. };
  7573. /**
  7574. * Interpolates between two quaternions and stores it into a target quaternion
  7575. * @param left defines first quaternion
  7576. * @param right defines second quaternion
  7577. * @param amount defines the gradient to use
  7578. * @param result defines the target quaternion
  7579. */
  7580. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7581. var num2;
  7582. var num3;
  7583. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7584. var flag = false;
  7585. if (num4 < 0) {
  7586. flag = true;
  7587. num4 = -num4;
  7588. }
  7589. if (num4 > 0.999999) {
  7590. num3 = 1 - amount;
  7591. num2 = flag ? -amount : amount;
  7592. }
  7593. else {
  7594. var num5 = Math.acos(num4);
  7595. var num6 = (1.0 / Math.sin(num5));
  7596. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7597. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7598. }
  7599. result.x = (num3 * left.x) + (num2 * right.x);
  7600. result.y = (num3 * left.y) + (num2 * right.y);
  7601. result.z = (num3 * left.z) + (num2 * right.z);
  7602. result.w = (num3 * left.w) + (num2 * right.w);
  7603. };
  7604. /**
  7605. * Interpolate between two quaternions using Hermite interpolation
  7606. * @param value1 defines first quaternion
  7607. * @param tangent1 defines the incoming tangent
  7608. * @param value2 defines second quaternion
  7609. * @param tangent2 defines the outgoing tangent
  7610. * @param amount defines the target quaternion
  7611. * @returns the new interpolated quaternion
  7612. */
  7613. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7614. var squared = amount * amount;
  7615. var cubed = amount * squared;
  7616. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7617. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7618. var part3 = (cubed - (2.0 * squared)) + amount;
  7619. var part4 = cubed - squared;
  7620. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7621. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7622. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7623. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7624. return new Quaternion(x, y, z, w);
  7625. };
  7626. return Quaternion;
  7627. }());
  7628. BABYLON.Quaternion = Quaternion;
  7629. /**
  7630. * Class used to store matrix data (4x4)
  7631. */
  7632. var Matrix = /** @class */ (function () {
  7633. /**
  7634. * Creates an empty matrix (filled with zeros)
  7635. */
  7636. function Matrix() {
  7637. this._isIdentity = false;
  7638. this._isIdentityDirty = true;
  7639. this._isIdentity3x2 = true;
  7640. this._isIdentity3x2Dirty = true;
  7641. this._m = new Float32Array(16);
  7642. this._updateIdentityStatus(false);
  7643. }
  7644. Object.defineProperty(Matrix.prototype, "m", {
  7645. /**
  7646. * Gets the internal data of the matrix
  7647. */
  7648. get: function () { return this._m; },
  7649. enumerable: true,
  7650. configurable: true
  7651. });
  7652. /** @hidden */
  7653. Matrix.prototype._markAsUpdated = function () {
  7654. this.updateFlag = Matrix._updateFlagSeed++;
  7655. this._isIdentity = false;
  7656. this._isIdentity3x2 = false;
  7657. this._isIdentityDirty = true;
  7658. this._isIdentity3x2Dirty = true;
  7659. };
  7660. /** @hidden */
  7661. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7662. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7663. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7664. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7665. this.updateFlag = Matrix._updateFlagSeed++;
  7666. this._isIdentity = isIdentity;
  7667. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7668. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7669. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7670. };
  7671. // Properties
  7672. /**
  7673. * Check if the current matrix is identity
  7674. * @returns true is the matrix is the identity matrix
  7675. */
  7676. Matrix.prototype.isIdentity = function () {
  7677. if (this._isIdentityDirty) {
  7678. this._isIdentityDirty = false;
  7679. var m = this._m;
  7680. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7681. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7682. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7683. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7684. }
  7685. return this._isIdentity;
  7686. };
  7687. /**
  7688. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7689. * @returns true is the matrix is the identity matrix
  7690. */
  7691. Matrix.prototype.isIdentityAs3x2 = function () {
  7692. if (this._isIdentity3x2Dirty) {
  7693. this._isIdentity3x2Dirty = false;
  7694. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7695. this._isIdentity3x2 = false;
  7696. }
  7697. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7698. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7699. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7700. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7701. this._isIdentity3x2 = false;
  7702. }
  7703. else {
  7704. this._isIdentity3x2 = true;
  7705. }
  7706. }
  7707. return this._isIdentity3x2;
  7708. };
  7709. /**
  7710. * Gets the determinant of the matrix
  7711. * @returns the matrix determinant
  7712. */
  7713. Matrix.prototype.determinant = function () {
  7714. if (this._isIdentity === true) {
  7715. return 1;
  7716. }
  7717. var m = this._m;
  7718. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7719. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7720. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7721. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7722. // https://en.wikipedia.org/wiki/Laplace_expansion
  7723. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7724. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7725. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7726. // where
  7727. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7728. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7729. //
  7730. // Here we do that for the 1st row.
  7731. var det_22_33 = m22 * m33 - m32 * m23;
  7732. var det_21_33 = m21 * m33 - m31 * m23;
  7733. var det_21_32 = m21 * m32 - m31 * m22;
  7734. var det_20_33 = m20 * m33 - m30 * m23;
  7735. var det_20_32 = m20 * m32 - m22 * m30;
  7736. var det_20_31 = m20 * m31 - m30 * m21;
  7737. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7738. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7739. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7740. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7741. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7742. };
  7743. // Methods
  7744. /**
  7745. * Returns the matrix as a Float32Array
  7746. * @returns the matrix underlying array
  7747. */
  7748. Matrix.prototype.toArray = function () {
  7749. return this._m;
  7750. };
  7751. /**
  7752. * Returns the matrix as a Float32Array
  7753. * @returns the matrix underlying array.
  7754. */
  7755. Matrix.prototype.asArray = function () {
  7756. return this._m;
  7757. };
  7758. /**
  7759. * Inverts the current matrix in place
  7760. * @returns the current inverted matrix
  7761. */
  7762. Matrix.prototype.invert = function () {
  7763. this.invertToRef(this);
  7764. return this;
  7765. };
  7766. /**
  7767. * Sets all the matrix elements to zero
  7768. * @returns the current matrix
  7769. */
  7770. Matrix.prototype.reset = function () {
  7771. 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);
  7772. this._updateIdentityStatus(false);
  7773. return this;
  7774. };
  7775. /**
  7776. * Adds the current matrix with a second one
  7777. * @param other defines the matrix to add
  7778. * @returns a new matrix as the addition of the current matrix and the given one
  7779. */
  7780. Matrix.prototype.add = function (other) {
  7781. var result = new Matrix();
  7782. this.addToRef(other, result);
  7783. return result;
  7784. };
  7785. /**
  7786. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7787. * @param other defines the matrix to add
  7788. * @param result defines the target matrix
  7789. * @returns the current matrix
  7790. */
  7791. Matrix.prototype.addToRef = function (other, result) {
  7792. var m = this._m;
  7793. var resultM = result._m;
  7794. var otherM = other.m;
  7795. for (var index = 0; index < 16; index++) {
  7796. resultM[index] = m[index] + otherM[index];
  7797. }
  7798. result._markAsUpdated();
  7799. return this;
  7800. };
  7801. /**
  7802. * Adds in place the given matrix to the current matrix
  7803. * @param other defines the second operand
  7804. * @returns the current updated matrix
  7805. */
  7806. Matrix.prototype.addToSelf = function (other) {
  7807. var m = this._m;
  7808. var otherM = other.m;
  7809. for (var index = 0; index < 16; index++) {
  7810. m[index] += otherM[index];
  7811. }
  7812. this._markAsUpdated();
  7813. return this;
  7814. };
  7815. /**
  7816. * Sets the given matrix to the current inverted Matrix
  7817. * @param other defines the target matrix
  7818. * @returns the unmodified current matrix
  7819. */
  7820. Matrix.prototype.invertToRef = function (other) {
  7821. if (this._isIdentity === true) {
  7822. Matrix.IdentityToRef(other);
  7823. return this;
  7824. }
  7825. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7826. var m = this._m;
  7827. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7828. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7829. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7830. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7831. var det_22_33 = m22 * m33 - m32 * m23;
  7832. var det_21_33 = m21 * m33 - m31 * m23;
  7833. var det_21_32 = m21 * m32 - m31 * m22;
  7834. var det_20_33 = m20 * m33 - m30 * m23;
  7835. var det_20_32 = m20 * m32 - m22 * m30;
  7836. var det_20_31 = m20 * m31 - m30 * m21;
  7837. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7838. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7839. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7840. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7841. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7842. if (det === 0) {
  7843. // not invertible
  7844. other.copyFrom(this);
  7845. return this;
  7846. }
  7847. var detInv = 1 / det;
  7848. var det_12_33 = m12 * m33 - m32 * m13;
  7849. var det_11_33 = m11 * m33 - m31 * m13;
  7850. var det_11_32 = m11 * m32 - m31 * m12;
  7851. var det_10_33 = m10 * m33 - m30 * m13;
  7852. var det_10_32 = m10 * m32 - m30 * m12;
  7853. var det_10_31 = m10 * m31 - m30 * m11;
  7854. var det_12_23 = m12 * m23 - m22 * m13;
  7855. var det_11_23 = m11 * m23 - m21 * m13;
  7856. var det_11_22 = m11 * m22 - m21 * m12;
  7857. var det_10_23 = m10 * m23 - m20 * m13;
  7858. var det_10_22 = m10 * m22 - m20 * m12;
  7859. var det_10_21 = m10 * m21 - m20 * m11;
  7860. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7861. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7862. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7863. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7864. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7865. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7866. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7867. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7868. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7869. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7870. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7871. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7872. 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);
  7873. return this;
  7874. };
  7875. /**
  7876. * add a value at the specified position in the current Matrix
  7877. * @param index the index of the value within the matrix. between 0 and 15.
  7878. * @param value the value to be added
  7879. * @returns the current updated matrix
  7880. */
  7881. Matrix.prototype.addAtIndex = function (index, value) {
  7882. this._m[index] += value;
  7883. this._markAsUpdated();
  7884. return this;
  7885. };
  7886. /**
  7887. * mutiply the specified position in the current Matrix by a value
  7888. * @param index the index of the value within the matrix. between 0 and 15.
  7889. * @param value the value to be added
  7890. * @returns the current updated matrix
  7891. */
  7892. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7893. this._m[index] *= value;
  7894. this._markAsUpdated();
  7895. return this;
  7896. };
  7897. /**
  7898. * Inserts the translation vector (using 3 floats) in the current matrix
  7899. * @param x defines the 1st component of the translation
  7900. * @param y defines the 2nd component of the translation
  7901. * @param z defines the 3rd component of the translation
  7902. * @returns the current updated matrix
  7903. */
  7904. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7905. this._m[12] = x;
  7906. this._m[13] = y;
  7907. this._m[14] = z;
  7908. this._markAsUpdated();
  7909. return this;
  7910. };
  7911. /**
  7912. * Inserts the translation vector in the current matrix
  7913. * @param vector3 defines the translation to insert
  7914. * @returns the current updated matrix
  7915. */
  7916. Matrix.prototype.setTranslation = function (vector3) {
  7917. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7918. };
  7919. /**
  7920. * Gets the translation value of the current matrix
  7921. * @returns a new Vector3 as the extracted translation from the matrix
  7922. */
  7923. Matrix.prototype.getTranslation = function () {
  7924. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7925. };
  7926. /**
  7927. * Fill a Vector3 with the extracted translation from the matrix
  7928. * @param result defines the Vector3 where to store the translation
  7929. * @returns the current matrix
  7930. */
  7931. Matrix.prototype.getTranslationToRef = function (result) {
  7932. result.x = this._m[12];
  7933. result.y = this._m[13];
  7934. result.z = this._m[14];
  7935. return this;
  7936. };
  7937. /**
  7938. * Remove rotation and scaling part from the matrix
  7939. * @returns the updated matrix
  7940. */
  7941. Matrix.prototype.removeRotationAndScaling = function () {
  7942. var m = this.m;
  7943. 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);
  7944. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7945. return this;
  7946. };
  7947. /**
  7948. * Multiply two matrices
  7949. * @param other defines the second operand
  7950. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7951. */
  7952. Matrix.prototype.multiply = function (other) {
  7953. var result = new Matrix();
  7954. this.multiplyToRef(other, result);
  7955. return result;
  7956. };
  7957. /**
  7958. * Copy the current matrix from the given one
  7959. * @param other defines the source matrix
  7960. * @returns the current updated matrix
  7961. */
  7962. Matrix.prototype.copyFrom = function (other) {
  7963. other.copyToArray(this._m);
  7964. var o = other;
  7965. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7966. return this;
  7967. };
  7968. /**
  7969. * Populates the given array from the starting index with the current matrix values
  7970. * @param array defines the target array
  7971. * @param offset defines the offset in the target array where to start storing values
  7972. * @returns the current matrix
  7973. */
  7974. Matrix.prototype.copyToArray = function (array, offset) {
  7975. if (offset === void 0) { offset = 0; }
  7976. for (var index = 0; index < 16; index++) {
  7977. array[offset + index] = this._m[index];
  7978. }
  7979. return this;
  7980. };
  7981. /**
  7982. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7983. * @param other defines the second operand
  7984. * @param result defines the matrix where to store the multiplication
  7985. * @returns the current matrix
  7986. */
  7987. Matrix.prototype.multiplyToRef = function (other, result) {
  7988. if (this._isIdentity) {
  7989. result.copyFrom(other);
  7990. return this;
  7991. }
  7992. if (other._isIdentity) {
  7993. result.copyFrom(this);
  7994. return this;
  7995. }
  7996. this.multiplyToArray(other, result._m, 0);
  7997. result._markAsUpdated();
  7998. return this;
  7999. };
  8000. /**
  8001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  8002. * @param other defines the second operand
  8003. * @param result defines the array where to store the multiplication
  8004. * @param offset defines the offset in the target array where to start storing values
  8005. * @returns the current matrix
  8006. */
  8007. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8008. var m = this._m;
  8009. var otherM = other.m;
  8010. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8011. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8012. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8013. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8014. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8015. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8016. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8017. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8018. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8019. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8020. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8021. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8022. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8023. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8024. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8025. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8026. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8027. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8028. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8029. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8030. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8031. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8032. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8033. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8034. return this;
  8035. };
  8036. /**
  8037. * Check equality between this matrix and a second one
  8038. * @param value defines the second matrix to compare
  8039. * @returns true is the current matrix and the given one values are strictly equal
  8040. */
  8041. Matrix.prototype.equals = function (value) {
  8042. var other = value;
  8043. if (!other) {
  8044. return false;
  8045. }
  8046. if (this._isIdentity || other._isIdentity) {
  8047. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8048. return this._isIdentity && other._isIdentity;
  8049. }
  8050. }
  8051. var m = this.m;
  8052. var om = other.m;
  8053. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8054. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8055. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8056. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8057. };
  8058. /**
  8059. * Clone the current matrix
  8060. * @returns a new matrix from the current matrix
  8061. */
  8062. Matrix.prototype.clone = function () {
  8063. var matrix = new Matrix();
  8064. matrix.copyFrom(this);
  8065. return matrix;
  8066. };
  8067. /**
  8068. * Returns the name of the current matrix class
  8069. * @returns the string "Matrix"
  8070. */
  8071. Matrix.prototype.getClassName = function () {
  8072. return "Matrix";
  8073. };
  8074. /**
  8075. * Gets the hash code of the current matrix
  8076. * @returns the hash code
  8077. */
  8078. Matrix.prototype.getHashCode = function () {
  8079. var hash = this._m[0] || 0;
  8080. for (var i = 1; i < 16; i++) {
  8081. hash = (hash * 397) ^ (this._m[i] || 0);
  8082. }
  8083. return hash;
  8084. };
  8085. /**
  8086. * Decomposes the current Matrix into a translation, rotation and scaling components
  8087. * @param scale defines the scale vector3 given as a reference to update
  8088. * @param rotation defines the rotation quaternion given as a reference to update
  8089. * @param translation defines the translation vector3 given as a reference to update
  8090. * @returns true if operation was successful
  8091. */
  8092. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8093. if (this._isIdentity) {
  8094. if (translation) {
  8095. translation.setAll(0);
  8096. }
  8097. if (scale) {
  8098. scale.setAll(1);
  8099. }
  8100. if (rotation) {
  8101. rotation.copyFromFloats(0, 0, 0, 1);
  8102. }
  8103. return true;
  8104. }
  8105. var m = this._m;
  8106. if (translation) {
  8107. translation.copyFromFloats(m[12], m[13], m[14]);
  8108. }
  8109. scale = scale || MathTmp.Vector3[0];
  8110. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8111. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8112. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8113. if (this.determinant() <= 0) {
  8114. scale.y *= -1;
  8115. }
  8116. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8117. if (rotation) {
  8118. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8119. }
  8120. return false;
  8121. }
  8122. if (rotation) {
  8123. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8124. 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]);
  8125. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8126. }
  8127. return true;
  8128. };
  8129. /**
  8130. * Gets specific row of the matrix
  8131. * @param index defines the number of the row to get
  8132. * @returns the index-th row of the current matrix as a new Vector4
  8133. */
  8134. Matrix.prototype.getRow = function (index) {
  8135. if (index < 0 || index > 3) {
  8136. return null;
  8137. }
  8138. var i = index * 4;
  8139. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8140. };
  8141. /**
  8142. * Sets the index-th row of the current matrix to the vector4 values
  8143. * @param index defines the number of the row to set
  8144. * @param row defines the target vector4
  8145. * @returns the updated current matrix
  8146. */
  8147. Matrix.prototype.setRow = function (index, row) {
  8148. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8149. };
  8150. /**
  8151. * Compute the transpose of the matrix
  8152. * @returns the new transposed matrix
  8153. */
  8154. Matrix.prototype.transpose = function () {
  8155. return Matrix.Transpose(this);
  8156. };
  8157. /**
  8158. * Compute the transpose of the matrix and store it in a given matrix
  8159. * @param result defines the target matrix
  8160. * @returns the current matrix
  8161. */
  8162. Matrix.prototype.transposeToRef = function (result) {
  8163. Matrix.TransposeToRef(this, result);
  8164. return this;
  8165. };
  8166. /**
  8167. * Sets the index-th row of the current matrix with the given 4 x float values
  8168. * @param index defines the row index
  8169. * @param x defines the x component to set
  8170. * @param y defines the y component to set
  8171. * @param z defines the z component to set
  8172. * @param w defines the w component to set
  8173. * @returns the updated current matrix
  8174. */
  8175. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8176. if (index < 0 || index > 3) {
  8177. return this;
  8178. }
  8179. var i = index * 4;
  8180. this._m[i + 0] = x;
  8181. this._m[i + 1] = y;
  8182. this._m[i + 2] = z;
  8183. this._m[i + 3] = w;
  8184. this._markAsUpdated();
  8185. return this;
  8186. };
  8187. /**
  8188. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8189. * @param scale defines the scale factor
  8190. * @returns a new matrix
  8191. */
  8192. Matrix.prototype.scale = function (scale) {
  8193. var result = new Matrix();
  8194. this.scaleToRef(scale, result);
  8195. return result;
  8196. };
  8197. /**
  8198. * Scale the current matrix values by a factor to a given result matrix
  8199. * @param scale defines the scale factor
  8200. * @param result defines the matrix to store the result
  8201. * @returns the current matrix
  8202. */
  8203. Matrix.prototype.scaleToRef = function (scale, result) {
  8204. for (var index = 0; index < 16; index++) {
  8205. result._m[index] = this._m[index] * scale;
  8206. }
  8207. result._markAsUpdated();
  8208. return this;
  8209. };
  8210. /**
  8211. * Scale the current matrix values by a factor and add the result to a given matrix
  8212. * @param scale defines the scale factor
  8213. * @param result defines the Matrix to store the result
  8214. * @returns the current matrix
  8215. */
  8216. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8217. for (var index = 0; index < 16; index++) {
  8218. result._m[index] += this._m[index] * scale;
  8219. }
  8220. result._markAsUpdated();
  8221. return this;
  8222. };
  8223. /**
  8224. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8225. * @param ref matrix to store the result
  8226. */
  8227. Matrix.prototype.toNormalMatrix = function (ref) {
  8228. var tmp = MathTmp.Matrix[0];
  8229. this.invertToRef(tmp);
  8230. tmp.transposeToRef(ref);
  8231. var m = ref._m;
  8232. 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);
  8233. };
  8234. /**
  8235. * Gets only rotation part of the current matrix
  8236. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8237. */
  8238. Matrix.prototype.getRotationMatrix = function () {
  8239. var result = new Matrix();
  8240. this.getRotationMatrixToRef(result);
  8241. return result;
  8242. };
  8243. /**
  8244. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8245. * @param result defines the target matrix to store data to
  8246. * @returns the current matrix
  8247. */
  8248. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8249. var scale = MathTmp.Vector3[0];
  8250. if (!this.decompose(scale)) {
  8251. Matrix.IdentityToRef(result);
  8252. return this;
  8253. }
  8254. var m = this._m;
  8255. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8256. 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);
  8257. return this;
  8258. };
  8259. /**
  8260. * Toggles model matrix from being right handed to left handed in place and vice versa
  8261. */
  8262. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8263. var m = this._m;
  8264. m[2] *= -1;
  8265. m[6] *= -1;
  8266. m[8] *= -1;
  8267. m[9] *= -1;
  8268. m[14] *= -1;
  8269. this._markAsUpdated();
  8270. };
  8271. /**
  8272. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8273. */
  8274. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8275. var m = this._m;
  8276. m[8] *= -1;
  8277. m[9] *= -1;
  8278. m[10] *= -1;
  8279. m[11] *= -1;
  8280. this._markAsUpdated();
  8281. };
  8282. // Statics
  8283. /**
  8284. * Creates a matrix from an array
  8285. * @param array defines the source array
  8286. * @param offset defines an offset in the source array
  8287. * @returns a new Matrix set from the starting index of the given array
  8288. */
  8289. Matrix.FromArray = function (array, offset) {
  8290. if (offset === void 0) { offset = 0; }
  8291. var result = new Matrix();
  8292. Matrix.FromArrayToRef(array, offset, result);
  8293. return result;
  8294. };
  8295. /**
  8296. * Copy the content of an array into a given matrix
  8297. * @param array defines the source array
  8298. * @param offset defines an offset in the source array
  8299. * @param result defines the target matrix
  8300. */
  8301. Matrix.FromArrayToRef = function (array, offset, result) {
  8302. for (var index = 0; index < 16; index++) {
  8303. result._m[index] = array[index + offset];
  8304. }
  8305. result._markAsUpdated();
  8306. };
  8307. /**
  8308. * Stores an array into a matrix after having multiplied each component by a given factor
  8309. * @param array defines the source array
  8310. * @param offset defines the offset in the source array
  8311. * @param scale defines the scaling factor
  8312. * @param result defines the target matrix
  8313. */
  8314. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8315. for (var index = 0; index < 16; index++) {
  8316. result._m[index] = array[index + offset] * scale;
  8317. }
  8318. result._markAsUpdated();
  8319. };
  8320. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8321. /**
  8322. * Gets an identity matrix that must not be updated
  8323. */
  8324. get: function () {
  8325. return Matrix._identityReadOnly;
  8326. },
  8327. enumerable: true,
  8328. configurable: true
  8329. });
  8330. /**
  8331. * Stores a list of values (16) inside a given matrix
  8332. * @param initialM11 defines 1st value of 1st row
  8333. * @param initialM12 defines 2nd value of 1st row
  8334. * @param initialM13 defines 3rd value of 1st row
  8335. * @param initialM14 defines 4th value of 1st row
  8336. * @param initialM21 defines 1st value of 2nd row
  8337. * @param initialM22 defines 2nd value of 2nd row
  8338. * @param initialM23 defines 3rd value of 2nd row
  8339. * @param initialM24 defines 4th value of 2nd row
  8340. * @param initialM31 defines 1st value of 3rd row
  8341. * @param initialM32 defines 2nd value of 3rd row
  8342. * @param initialM33 defines 3rd value of 3rd row
  8343. * @param initialM34 defines 4th value of 3rd row
  8344. * @param initialM41 defines 1st value of 4th row
  8345. * @param initialM42 defines 2nd value of 4th row
  8346. * @param initialM43 defines 3rd value of 4th row
  8347. * @param initialM44 defines 4th value of 4th row
  8348. * @param result defines the target matrix
  8349. */
  8350. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8351. var m = result._m;
  8352. m[0] = initialM11;
  8353. m[1] = initialM12;
  8354. m[2] = initialM13;
  8355. m[3] = initialM14;
  8356. m[4] = initialM21;
  8357. m[5] = initialM22;
  8358. m[6] = initialM23;
  8359. m[7] = initialM24;
  8360. m[8] = initialM31;
  8361. m[9] = initialM32;
  8362. m[10] = initialM33;
  8363. m[11] = initialM34;
  8364. m[12] = initialM41;
  8365. m[13] = initialM42;
  8366. m[14] = initialM43;
  8367. m[15] = initialM44;
  8368. result._markAsUpdated();
  8369. };
  8370. /**
  8371. * Creates new matrix from a list of values (16)
  8372. * @param initialM11 defines 1st value of 1st row
  8373. * @param initialM12 defines 2nd value of 1st row
  8374. * @param initialM13 defines 3rd value of 1st row
  8375. * @param initialM14 defines 4th value of 1st row
  8376. * @param initialM21 defines 1st value of 2nd row
  8377. * @param initialM22 defines 2nd value of 2nd row
  8378. * @param initialM23 defines 3rd value of 2nd row
  8379. * @param initialM24 defines 4th value of 2nd row
  8380. * @param initialM31 defines 1st value of 3rd row
  8381. * @param initialM32 defines 2nd value of 3rd row
  8382. * @param initialM33 defines 3rd value of 3rd row
  8383. * @param initialM34 defines 4th value of 3rd row
  8384. * @param initialM41 defines 1st value of 4th row
  8385. * @param initialM42 defines 2nd value of 4th row
  8386. * @param initialM43 defines 3rd value of 4th row
  8387. * @param initialM44 defines 4th value of 4th row
  8388. * @returns the new matrix
  8389. */
  8390. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8391. var result = new Matrix();
  8392. var m = result._m;
  8393. m[0] = initialM11;
  8394. m[1] = initialM12;
  8395. m[2] = initialM13;
  8396. m[3] = initialM14;
  8397. m[4] = initialM21;
  8398. m[5] = initialM22;
  8399. m[6] = initialM23;
  8400. m[7] = initialM24;
  8401. m[8] = initialM31;
  8402. m[9] = initialM32;
  8403. m[10] = initialM33;
  8404. m[11] = initialM34;
  8405. m[12] = initialM41;
  8406. m[13] = initialM42;
  8407. m[14] = initialM43;
  8408. m[15] = initialM44;
  8409. result._markAsUpdated();
  8410. return result;
  8411. };
  8412. /**
  8413. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8414. * @param scale defines the scale vector3
  8415. * @param rotation defines the rotation quaternion
  8416. * @param translation defines the translation vector3
  8417. * @returns a new matrix
  8418. */
  8419. Matrix.Compose = function (scale, rotation, translation) {
  8420. var result = new Matrix();
  8421. Matrix.ComposeToRef(scale, rotation, translation, result);
  8422. return result;
  8423. };
  8424. /**
  8425. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8426. * @param scale defines the scale vector3
  8427. * @param rotation defines the rotation quaternion
  8428. * @param translation defines the translation vector3
  8429. * @param result defines the target matrix
  8430. */
  8431. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8432. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8433. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8434. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8435. result.setTranslation(translation);
  8436. };
  8437. /**
  8438. * Creates a new identity matrix
  8439. * @returns a new identity matrix
  8440. */
  8441. Matrix.Identity = function () {
  8442. 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);
  8443. identity._updateIdentityStatus(true);
  8444. return identity;
  8445. };
  8446. /**
  8447. * Creates a new identity matrix and stores the result in a given matrix
  8448. * @param result defines the target matrix
  8449. */
  8450. Matrix.IdentityToRef = function (result) {
  8451. 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);
  8452. result._updateIdentityStatus(true);
  8453. };
  8454. /**
  8455. * Creates a new zero matrix
  8456. * @returns a new zero matrix
  8457. */
  8458. Matrix.Zero = function () {
  8459. 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);
  8460. zero._updateIdentityStatus(false);
  8461. return zero;
  8462. };
  8463. /**
  8464. * Creates a new rotation matrix for "angle" radians around the X axis
  8465. * @param angle defines the angle (in radians) to use
  8466. * @return the new matrix
  8467. */
  8468. Matrix.RotationX = function (angle) {
  8469. var result = new Matrix();
  8470. Matrix.RotationXToRef(angle, result);
  8471. return result;
  8472. };
  8473. /**
  8474. * Creates a new matrix as the invert of a given matrix
  8475. * @param source defines the source matrix
  8476. * @returns the new matrix
  8477. */
  8478. Matrix.Invert = function (source) {
  8479. var result = new Matrix();
  8480. source.invertToRef(result);
  8481. return result;
  8482. };
  8483. /**
  8484. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8485. * @param angle defines the angle (in radians) to use
  8486. * @param result defines the target matrix
  8487. */
  8488. Matrix.RotationXToRef = function (angle, result) {
  8489. var s = Math.sin(angle);
  8490. var c = Math.cos(angle);
  8491. 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);
  8492. result._updateIdentityStatus(c === 1 && s === 0);
  8493. };
  8494. /**
  8495. * Creates a new rotation matrix for "angle" radians around the Y axis
  8496. * @param angle defines the angle (in radians) to use
  8497. * @return the new matrix
  8498. */
  8499. Matrix.RotationY = function (angle) {
  8500. var result = new Matrix();
  8501. Matrix.RotationYToRef(angle, result);
  8502. return result;
  8503. };
  8504. /**
  8505. * Creates a new rotation matrix for "angle" radians around the Y 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.RotationYToRef = function (angle, result) {
  8510. var s = Math.sin(angle);
  8511. var c = Math.cos(angle);
  8512. 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);
  8513. result._updateIdentityStatus(c === 1 && s === 0);
  8514. };
  8515. /**
  8516. * Creates a new rotation matrix for "angle" radians around the Z axis
  8517. * @param angle defines the angle (in radians) to use
  8518. * @return the new matrix
  8519. */
  8520. Matrix.RotationZ = function (angle) {
  8521. var result = new Matrix();
  8522. Matrix.RotationZToRef(angle, result);
  8523. return result;
  8524. };
  8525. /**
  8526. * Creates a new rotation matrix for "angle" radians around the Z 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.RotationZToRef = function (angle, result) {
  8531. var s = Math.sin(angle);
  8532. var c = Math.cos(angle);
  8533. 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);
  8534. result._updateIdentityStatus(c === 1 && s === 0);
  8535. };
  8536. /**
  8537. * Creates a new rotation matrix for "angle" radians around the given axis
  8538. * @param axis defines the axis to use
  8539. * @param angle defines the angle (in radians) to use
  8540. * @return the new matrix
  8541. */
  8542. Matrix.RotationAxis = function (axis, angle) {
  8543. var result = new Matrix();
  8544. Matrix.RotationAxisToRef(axis, angle, result);
  8545. return result;
  8546. };
  8547. /**
  8548. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8549. * @param axis defines the axis to use
  8550. * @param angle defines the angle (in radians) to use
  8551. * @param result defines the target matrix
  8552. */
  8553. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8554. var s = Math.sin(-angle);
  8555. var c = Math.cos(-angle);
  8556. var c1 = 1 - c;
  8557. axis.normalize();
  8558. var m = result._m;
  8559. m[0] = (axis.x * axis.x) * c1 + c;
  8560. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8561. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8562. m[3] = 0.0;
  8563. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8564. m[5] = (axis.y * axis.y) * c1 + c;
  8565. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8566. m[7] = 0.0;
  8567. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8568. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8569. m[10] = (axis.z * axis.z) * c1 + c;
  8570. m[11] = 0.0;
  8571. m[12] = 0.0;
  8572. m[13] = 0.0;
  8573. m[14] = 0.0;
  8574. m[15] = 1.0;
  8575. result._markAsUpdated();
  8576. };
  8577. /**
  8578. * Creates a rotation matrix
  8579. * @param yaw defines the yaw angle in radians (Y axis)
  8580. * @param pitch defines the pitch angle in radians (X axis)
  8581. * @param roll defines the roll angle in radians (X axis)
  8582. * @returns the new rotation matrix
  8583. */
  8584. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8585. var result = new Matrix();
  8586. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8587. return result;
  8588. };
  8589. /**
  8590. * Creates a rotation matrix and stores it in a given matrix
  8591. * @param yaw defines the yaw angle in radians (Y axis)
  8592. * @param pitch defines the pitch angle in radians (X axis)
  8593. * @param roll defines the roll angle in radians (X axis)
  8594. * @param result defines the target matrix
  8595. */
  8596. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8597. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8598. MathTmp.Quaternion[0].toRotationMatrix(result);
  8599. };
  8600. /**
  8601. * Creates a scaling matrix
  8602. * @param x defines the scale factor on X axis
  8603. * @param y defines the scale factor on Y axis
  8604. * @param z defines the scale factor on Z axis
  8605. * @returns the new matrix
  8606. */
  8607. Matrix.Scaling = function (x, y, z) {
  8608. var result = new Matrix();
  8609. Matrix.ScalingToRef(x, y, z, result);
  8610. return result;
  8611. };
  8612. /**
  8613. * Creates a scaling matrix and stores it in a given matrix
  8614. * @param x defines the scale factor on X axis
  8615. * @param y defines the scale factor on Y axis
  8616. * @param z defines the scale factor on Z axis
  8617. * @param result defines the target matrix
  8618. */
  8619. Matrix.ScalingToRef = function (x, y, z, result) {
  8620. 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);
  8621. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8622. };
  8623. /**
  8624. * Creates a translation matrix
  8625. * @param x defines the translation on X axis
  8626. * @param y defines the translation on Y axis
  8627. * @param z defines the translationon Z axis
  8628. * @returns the new matrix
  8629. */
  8630. Matrix.Translation = function (x, y, z) {
  8631. var result = new Matrix();
  8632. Matrix.TranslationToRef(x, y, z, result);
  8633. return result;
  8634. };
  8635. /**
  8636. * Creates a translation matrix and stores it in a given matrix
  8637. * @param x defines the translation on X axis
  8638. * @param y defines the translation on Y axis
  8639. * @param z defines the translationon Z axis
  8640. * @param result defines the target matrix
  8641. */
  8642. Matrix.TranslationToRef = function (x, y, z, result) {
  8643. 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);
  8644. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8645. };
  8646. /**
  8647. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8648. * @param startValue defines the start value
  8649. * @param endValue defines the end value
  8650. * @param gradient defines the gradient factor
  8651. * @returns the new matrix
  8652. */
  8653. Matrix.Lerp = function (startValue, endValue, gradient) {
  8654. var result = new Matrix();
  8655. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8656. return result;
  8657. };
  8658. /**
  8659. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8660. * @param startValue defines the start value
  8661. * @param endValue defines the end value
  8662. * @param gradient defines the gradient factor
  8663. * @param result defines the Matrix object where to store data
  8664. */
  8665. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8666. var resultM = result._m;
  8667. var startM = startValue.m;
  8668. var endM = endValue.m;
  8669. for (var index = 0; index < 16; index++) {
  8670. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8671. }
  8672. result._markAsUpdated();
  8673. };
  8674. /**
  8675. * Builds a new matrix whose values are computed by:
  8676. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8677. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8678. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8679. * @param startValue defines the first matrix
  8680. * @param endValue defines the second matrix
  8681. * @param gradient defines the gradient between the two matrices
  8682. * @returns the new matrix
  8683. */
  8684. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8685. var result = new Matrix();
  8686. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8687. return result;
  8688. };
  8689. /**
  8690. * Update a matrix to values which are computed by:
  8691. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8692. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8693. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8694. * @param startValue defines the first matrix
  8695. * @param endValue defines the second matrix
  8696. * @param gradient defines the gradient between the two matrices
  8697. * @param result defines the target matrix
  8698. */
  8699. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8700. var startScale = MathTmp.Vector3[0];
  8701. var startRotation = MathTmp.Quaternion[0];
  8702. var startTranslation = MathTmp.Vector3[1];
  8703. startValue.decompose(startScale, startRotation, startTranslation);
  8704. var endScale = MathTmp.Vector3[2];
  8705. var endRotation = MathTmp.Quaternion[1];
  8706. var endTranslation = MathTmp.Vector3[3];
  8707. endValue.decompose(endScale, endRotation, endTranslation);
  8708. var resultScale = MathTmp.Vector3[4];
  8709. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8710. var resultRotation = MathTmp.Quaternion[2];
  8711. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8712. var resultTranslation = MathTmp.Vector3[5];
  8713. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8714. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8715. };
  8716. /**
  8717. * 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"
  8718. * This function works in left handed mode
  8719. * @param eye defines the final position of the entity
  8720. * @param target defines where the entity should look at
  8721. * @param up defines the up vector for the entity
  8722. * @returns the new matrix
  8723. */
  8724. Matrix.LookAtLH = function (eye, target, up) {
  8725. var result = new Matrix();
  8726. Matrix.LookAtLHToRef(eye, target, up, result);
  8727. return result;
  8728. };
  8729. /**
  8730. * 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".
  8731. * This function works in left handed mode
  8732. * @param eye defines the final position of the entity
  8733. * @param target defines where the entity should look at
  8734. * @param up defines the up vector for the entity
  8735. * @param result defines the target matrix
  8736. */
  8737. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8738. var xAxis = MathTmp.Vector3[0];
  8739. var yAxis = MathTmp.Vector3[1];
  8740. var zAxis = MathTmp.Vector3[2];
  8741. // Z axis
  8742. target.subtractToRef(eye, zAxis);
  8743. zAxis.normalize();
  8744. // X axis
  8745. Vector3.CrossToRef(up, zAxis, xAxis);
  8746. var xSquareLength = xAxis.lengthSquared();
  8747. if (xSquareLength === 0) {
  8748. xAxis.x = 1.0;
  8749. }
  8750. else {
  8751. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8752. }
  8753. // Y axis
  8754. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8755. yAxis.normalize();
  8756. // Eye angles
  8757. var ex = -Vector3.Dot(xAxis, eye);
  8758. var ey = -Vector3.Dot(yAxis, eye);
  8759. var ez = -Vector3.Dot(zAxis, eye);
  8760. 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);
  8761. };
  8762. /**
  8763. * 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"
  8764. * This function works in right handed mode
  8765. * @param eye defines the final position of the entity
  8766. * @param target defines where the entity should look at
  8767. * @param up defines the up vector for the entity
  8768. * @returns the new matrix
  8769. */
  8770. Matrix.LookAtRH = function (eye, target, up) {
  8771. var result = new Matrix();
  8772. Matrix.LookAtRHToRef(eye, target, up, result);
  8773. return result;
  8774. };
  8775. /**
  8776. * 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".
  8777. * This function works in right handed mode
  8778. * @param eye defines the final position of the entity
  8779. * @param target defines where the entity should look at
  8780. * @param up defines the up vector for the entity
  8781. * @param result defines the target matrix
  8782. */
  8783. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8784. var xAxis = MathTmp.Vector3[0];
  8785. var yAxis = MathTmp.Vector3[1];
  8786. var zAxis = MathTmp.Vector3[2];
  8787. // Z axis
  8788. eye.subtractToRef(target, zAxis);
  8789. zAxis.normalize();
  8790. // X axis
  8791. Vector3.CrossToRef(up, zAxis, xAxis);
  8792. var xSquareLength = xAxis.lengthSquared();
  8793. if (xSquareLength === 0) {
  8794. xAxis.x = 1.0;
  8795. }
  8796. else {
  8797. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8798. }
  8799. // Y axis
  8800. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8801. yAxis.normalize();
  8802. // Eye angles
  8803. var ex = -Vector3.Dot(xAxis, eye);
  8804. var ey = -Vector3.Dot(yAxis, eye);
  8805. var ez = -Vector3.Dot(zAxis, eye);
  8806. 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);
  8807. };
  8808. /**
  8809. * Create a left-handed orthographic projection matrix
  8810. * @param width defines the viewport width
  8811. * @param height defines the viewport height
  8812. * @param znear defines the near clip plane
  8813. * @param zfar defines the far clip plane
  8814. * @returns a new matrix as a left-handed orthographic projection matrix
  8815. */
  8816. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8817. var matrix = new Matrix();
  8818. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8819. return matrix;
  8820. };
  8821. /**
  8822. * Store a left-handed orthographic projection to a given matrix
  8823. * @param width defines the viewport width
  8824. * @param height defines the viewport height
  8825. * @param znear defines the near clip plane
  8826. * @param zfar defines the far clip plane
  8827. * @param result defines the target matrix
  8828. */
  8829. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8830. var n = znear;
  8831. var f = zfar;
  8832. var a = 2.0 / width;
  8833. var b = 2.0 / height;
  8834. var c = 2.0 / (f - n);
  8835. var d = -(f + n) / (f - n);
  8836. 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);
  8837. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8838. };
  8839. /**
  8840. * Create a left-handed orthographic projection matrix
  8841. * @param left defines the viewport left coordinate
  8842. * @param right defines the viewport right coordinate
  8843. * @param bottom defines the viewport bottom coordinate
  8844. * @param top defines the viewport top coordinate
  8845. * @param znear defines the near clip plane
  8846. * @param zfar defines the far clip plane
  8847. * @returns a new matrix as a left-handed orthographic projection matrix
  8848. */
  8849. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8850. var matrix = new Matrix();
  8851. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8852. return matrix;
  8853. };
  8854. /**
  8855. * Stores a left-handed orthographic projection into a given matrix
  8856. * @param left defines the viewport left coordinate
  8857. * @param right defines the viewport right coordinate
  8858. * @param bottom defines the viewport bottom coordinate
  8859. * @param top defines the viewport top coordinate
  8860. * @param znear defines the near clip plane
  8861. * @param zfar defines the far clip plane
  8862. * @param result defines the target matrix
  8863. */
  8864. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8865. var n = znear;
  8866. var f = zfar;
  8867. var a = 2.0 / (right - left);
  8868. var b = 2.0 / (top - bottom);
  8869. var c = 2.0 / (f - n);
  8870. var d = -(f + n) / (f - n);
  8871. var i0 = (left + right) / (left - right);
  8872. var i1 = (top + bottom) / (bottom - top);
  8873. 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);
  8874. result._markAsUpdated();
  8875. };
  8876. /**
  8877. * Creates a right-handed orthographic projection matrix
  8878. * @param left defines the viewport left coordinate
  8879. * @param right defines the viewport right coordinate
  8880. * @param bottom defines the viewport bottom coordinate
  8881. * @param top defines the viewport top coordinate
  8882. * @param znear defines the near clip plane
  8883. * @param zfar defines the far clip plane
  8884. * @returns a new matrix as a right-handed orthographic projection matrix
  8885. */
  8886. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8887. var matrix = new Matrix();
  8888. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8889. return matrix;
  8890. };
  8891. /**
  8892. * Stores a right-handed orthographic projection into a given matrix
  8893. * @param left defines the viewport left coordinate
  8894. * @param right defines the viewport right coordinate
  8895. * @param bottom defines the viewport bottom coordinate
  8896. * @param top defines the viewport top coordinate
  8897. * @param znear defines the near clip plane
  8898. * @param zfar defines the far clip plane
  8899. * @param result defines the target matrix
  8900. */
  8901. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8902. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8903. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8904. };
  8905. /**
  8906. * Creates a left-handed perspective projection matrix
  8907. * @param width defines the viewport width
  8908. * @param height defines the viewport height
  8909. * @param znear defines the near clip plane
  8910. * @param zfar defines the far clip plane
  8911. * @returns a new matrix as a left-handed perspective projection matrix
  8912. */
  8913. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8914. var matrix = new Matrix();
  8915. var n = znear;
  8916. var f = zfar;
  8917. var a = 2.0 * n / width;
  8918. var b = 2.0 * n / height;
  8919. var c = (f + n) / (f - n);
  8920. var d = -2.0 * f * n / (f - n);
  8921. 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);
  8922. matrix._updateIdentityStatus(false);
  8923. return matrix;
  8924. };
  8925. /**
  8926. * Creates a left-handed perspective projection matrix
  8927. * @param fov defines the horizontal field of view
  8928. * @param aspect defines the aspect ratio
  8929. * @param znear defines the near clip plane
  8930. * @param zfar defines the far clip plane
  8931. * @returns a new matrix as a left-handed perspective projection matrix
  8932. */
  8933. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8934. var matrix = new Matrix();
  8935. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8936. return matrix;
  8937. };
  8938. /**
  8939. * Stores a left-handed perspective projection into a given matrix
  8940. * @param fov defines the horizontal field of view
  8941. * @param aspect defines the aspect ratio
  8942. * @param znear defines the near clip plane
  8943. * @param zfar defines the far clip plane
  8944. * @param result defines the target matrix
  8945. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8946. */
  8947. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8948. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8949. var n = znear;
  8950. var f = zfar;
  8951. var t = 1.0 / (Math.tan(fov * 0.5));
  8952. var a = isVerticalFovFixed ? (t / aspect) : t;
  8953. var b = isVerticalFovFixed ? t : (t * aspect);
  8954. var c = (f + n) / (f - n);
  8955. var d = -2.0 * f * n / (f - n);
  8956. 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);
  8957. result._updateIdentityStatus(false);
  8958. };
  8959. /**
  8960. * Creates a right-handed perspective projection 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. * @returns a new matrix as a right-handed perspective projection matrix
  8966. */
  8967. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8968. var matrix = new Matrix();
  8969. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8970. return matrix;
  8971. };
  8972. /**
  8973. * Stores a right-handed perspective projection into a given matrix
  8974. * @param fov defines the horizontal field of view
  8975. * @param aspect defines the aspect ratio
  8976. * @param znear defines the near clip plane
  8977. * @param zfar defines the far clip plane
  8978. * @param result defines the target matrix
  8979. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8980. */
  8981. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8982. //alternatively this could be expressed as:
  8983. // m = PerspectiveFovLHToRef
  8984. // m[10] *= -1.0;
  8985. // m[11] *= -1.0;
  8986. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8987. var n = znear;
  8988. var f = zfar;
  8989. var t = 1.0 / (Math.tan(fov * 0.5));
  8990. var a = isVerticalFovFixed ? (t / aspect) : t;
  8991. var b = isVerticalFovFixed ? t : (t * aspect);
  8992. var c = -(f + n) / (f - n);
  8993. var d = -2 * f * n / (f - n);
  8994. 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);
  8995. result._updateIdentityStatus(false);
  8996. };
  8997. /**
  8998. * Stores a perspective projection for WebVR info a given matrix
  8999. * @param fov defines the field of view
  9000. * @param znear defines the near clip plane
  9001. * @param zfar defines the far clip plane
  9002. * @param result defines the target matrix
  9003. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  9004. */
  9005. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9006. if (rightHanded === void 0) { rightHanded = false; }
  9007. var rightHandedFactor = rightHanded ? -1 : 1;
  9008. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9009. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9010. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9011. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9012. var xScale = 2.0 / (leftTan + rightTan);
  9013. var yScale = 2.0 / (upTan + downTan);
  9014. var m = result._m;
  9015. m[0] = xScale;
  9016. m[1] = m[2] = m[3] = m[4] = 0.0;
  9017. m[5] = yScale;
  9018. m[6] = m[7] = 0.0;
  9019. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9020. m[9] = -((upTan - downTan) * yScale * 0.5);
  9021. m[10] = -zfar / (znear - zfar);
  9022. m[11] = 1.0 * rightHandedFactor;
  9023. m[12] = m[13] = m[15] = 0.0;
  9024. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9025. result._markAsUpdated();
  9026. };
  9027. /**
  9028. * Computes a complete transformation matrix
  9029. * @param viewport defines the viewport to use
  9030. * @param world defines the world matrix
  9031. * @param view defines the view matrix
  9032. * @param projection defines the projection matrix
  9033. * @param zmin defines the near clip plane
  9034. * @param zmax defines the far clip plane
  9035. * @returns the transformation matrix
  9036. */
  9037. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9038. var cw = viewport.width;
  9039. var ch = viewport.height;
  9040. var cx = viewport.x;
  9041. var cy = viewport.y;
  9042. 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);
  9043. var matrix = MathTmp.Matrix[0];
  9044. world.multiplyToRef(view, matrix);
  9045. matrix.multiplyToRef(projection, matrix);
  9046. return matrix.multiply(viewportMatrix);
  9047. };
  9048. /**
  9049. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9050. * @param matrix defines the matrix to use
  9051. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9052. */
  9053. Matrix.GetAsMatrix2x2 = function (matrix) {
  9054. var m = matrix.m;
  9055. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9056. };
  9057. /**
  9058. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9059. * @param matrix defines the matrix to use
  9060. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9061. */
  9062. Matrix.GetAsMatrix3x3 = function (matrix) {
  9063. var m = matrix.m;
  9064. return new Float32Array([
  9065. m[0], m[1], m[2],
  9066. m[4], m[5], m[6],
  9067. m[8], m[9], m[10]
  9068. ]);
  9069. };
  9070. /**
  9071. * Compute the transpose of a given matrix
  9072. * @param matrix defines the matrix to transpose
  9073. * @returns the new matrix
  9074. */
  9075. Matrix.Transpose = function (matrix) {
  9076. var result = new Matrix();
  9077. Matrix.TransposeToRef(matrix, result);
  9078. return result;
  9079. };
  9080. /**
  9081. * Compute the transpose of a matrix and store it in a target matrix
  9082. * @param matrix defines the matrix to transpose
  9083. * @param result defines the target matrix
  9084. */
  9085. Matrix.TransposeToRef = function (matrix, result) {
  9086. var rm = result._m;
  9087. var mm = matrix.m;
  9088. rm[0] = mm[0];
  9089. rm[1] = mm[4];
  9090. rm[2] = mm[8];
  9091. rm[3] = mm[12];
  9092. rm[4] = mm[1];
  9093. rm[5] = mm[5];
  9094. rm[6] = mm[9];
  9095. rm[7] = mm[13];
  9096. rm[8] = mm[2];
  9097. rm[9] = mm[6];
  9098. rm[10] = mm[10];
  9099. rm[11] = mm[14];
  9100. rm[12] = mm[3];
  9101. rm[13] = mm[7];
  9102. rm[14] = mm[11];
  9103. rm[15] = mm[15];
  9104. // identity-ness does not change when transposing
  9105. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9106. };
  9107. /**
  9108. * Computes a reflection matrix from a plane
  9109. * @param plane defines the reflection plane
  9110. * @returns a new matrix
  9111. */
  9112. Matrix.Reflection = function (plane) {
  9113. var matrix = new Matrix();
  9114. Matrix.ReflectionToRef(plane, matrix);
  9115. return matrix;
  9116. };
  9117. /**
  9118. * Computes a reflection matrix from a plane
  9119. * @param plane defines the reflection plane
  9120. * @param result defines the target matrix
  9121. */
  9122. Matrix.ReflectionToRef = function (plane, result) {
  9123. plane.normalize();
  9124. var x = plane.normal.x;
  9125. var y = plane.normal.y;
  9126. var z = plane.normal.z;
  9127. var temp = -2 * x;
  9128. var temp2 = -2 * y;
  9129. var temp3 = -2 * z;
  9130. 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);
  9131. };
  9132. /**
  9133. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9134. * @param xaxis defines the value of the 1st axis
  9135. * @param yaxis defines the value of the 2nd axis
  9136. * @param zaxis defines the value of the 3rd axis
  9137. * @param result defines the target matrix
  9138. */
  9139. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9140. 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);
  9141. };
  9142. /**
  9143. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9144. * @param quat defines the quaternion to use
  9145. * @param result defines the target matrix
  9146. */
  9147. Matrix.FromQuaternionToRef = function (quat, result) {
  9148. var xx = quat.x * quat.x;
  9149. var yy = quat.y * quat.y;
  9150. var zz = quat.z * quat.z;
  9151. var xy = quat.x * quat.y;
  9152. var zw = quat.z * quat.w;
  9153. var zx = quat.z * quat.x;
  9154. var yw = quat.y * quat.w;
  9155. var yz = quat.y * quat.z;
  9156. var xw = quat.x * quat.w;
  9157. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9158. result._m[1] = 2.0 * (xy + zw);
  9159. result._m[2] = 2.0 * (zx - yw);
  9160. result._m[3] = 0.0;
  9161. result._m[4] = 2.0 * (xy - zw);
  9162. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9163. result._m[6] = 2.0 * (yz + xw);
  9164. result._m[7] = 0.0;
  9165. result._m[8] = 2.0 * (zx + yw);
  9166. result._m[9] = 2.0 * (yz - xw);
  9167. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9168. result._m[11] = 0.0;
  9169. result._m[12] = 0.0;
  9170. result._m[13] = 0.0;
  9171. result._m[14] = 0.0;
  9172. result._m[15] = 1.0;
  9173. result._markAsUpdated();
  9174. };
  9175. Matrix._updateFlagSeed = 0;
  9176. Matrix._identityReadOnly = Matrix.Identity();
  9177. return Matrix;
  9178. }());
  9179. BABYLON.Matrix = Matrix;
  9180. /**
  9181. * Represens a plane by the equation ax + by + cz + d = 0
  9182. */
  9183. var Plane = /** @class */ (function () {
  9184. /**
  9185. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9186. * @param a a component of the plane
  9187. * @param b b component of the plane
  9188. * @param c c component of the plane
  9189. * @param d d component of the plane
  9190. */
  9191. function Plane(a, b, c, d) {
  9192. this.normal = new Vector3(a, b, c);
  9193. this.d = d;
  9194. }
  9195. /**
  9196. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9197. */
  9198. Plane.prototype.asArray = function () {
  9199. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9200. };
  9201. // Methods
  9202. /**
  9203. * @returns a new plane copied from the current Plane.
  9204. */
  9205. Plane.prototype.clone = function () {
  9206. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9207. };
  9208. /**
  9209. * @returns the string "Plane".
  9210. */
  9211. Plane.prototype.getClassName = function () {
  9212. return "Plane";
  9213. };
  9214. /**
  9215. * @returns the Plane hash code.
  9216. */
  9217. Plane.prototype.getHashCode = function () {
  9218. var hash = this.normal.getHashCode();
  9219. hash = (hash * 397) ^ (this.d || 0);
  9220. return hash;
  9221. };
  9222. /**
  9223. * Normalize the current Plane in place.
  9224. * @returns the updated Plane.
  9225. */
  9226. Plane.prototype.normalize = function () {
  9227. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9228. var magnitude = 0.0;
  9229. if (norm !== 0) {
  9230. magnitude = 1.0 / norm;
  9231. }
  9232. this.normal.x *= magnitude;
  9233. this.normal.y *= magnitude;
  9234. this.normal.z *= magnitude;
  9235. this.d *= magnitude;
  9236. return this;
  9237. };
  9238. /**
  9239. * Applies a transformation the plane and returns the result
  9240. * @param transformation the transformation matrix to be applied to the plane
  9241. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9242. */
  9243. Plane.prototype.transform = function (transformation) {
  9244. var transposedMatrix = MathTmp.Matrix[0];
  9245. Matrix.TransposeToRef(transformation, transposedMatrix);
  9246. var m = transposedMatrix.m;
  9247. var x = this.normal.x;
  9248. var y = this.normal.y;
  9249. var z = this.normal.z;
  9250. var d = this.d;
  9251. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9252. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9253. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9254. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9255. return new Plane(normalX, normalY, normalZ, finalD);
  9256. };
  9257. /**
  9258. * Calcualtte the dot product between the point and the plane normal
  9259. * @param point point to calculate the dot product with
  9260. * @returns the dot product (float) of the point coordinates and the plane normal.
  9261. */
  9262. Plane.prototype.dotCoordinate = function (point) {
  9263. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9264. };
  9265. /**
  9266. * Updates the current Plane from the plane defined by the three given points.
  9267. * @param point1 one of the points used to contruct the plane
  9268. * @param point2 one of the points used to contruct the plane
  9269. * @param point3 one of the points used to contruct the plane
  9270. * @returns the updated Plane.
  9271. */
  9272. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9273. var x1 = point2.x - point1.x;
  9274. var y1 = point2.y - point1.y;
  9275. var z1 = point2.z - point1.z;
  9276. var x2 = point3.x - point1.x;
  9277. var y2 = point3.y - point1.y;
  9278. var z2 = point3.z - point1.z;
  9279. var yz = (y1 * z2) - (z1 * y2);
  9280. var xz = (z1 * x2) - (x1 * z2);
  9281. var xy = (x1 * y2) - (y1 * x2);
  9282. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9283. var invPyth;
  9284. if (pyth !== 0) {
  9285. invPyth = 1.0 / pyth;
  9286. }
  9287. else {
  9288. invPyth = 0.0;
  9289. }
  9290. this.normal.x = yz * invPyth;
  9291. this.normal.y = xz * invPyth;
  9292. this.normal.z = xy * invPyth;
  9293. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9294. return this;
  9295. };
  9296. /**
  9297. * Checks if the plane is facing a given direction
  9298. * @param direction the direction to check if the plane is facing
  9299. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9300. * @returns True is the vector "direction" is the same side than the plane normal.
  9301. */
  9302. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9303. var dot = Vector3.Dot(this.normal, direction);
  9304. return (dot <= epsilon);
  9305. };
  9306. /**
  9307. * Calculates the distance to a point
  9308. * @param point point to calculate distance to
  9309. * @returns the signed distance (float) from the given point to the Plane.
  9310. */
  9311. Plane.prototype.signedDistanceTo = function (point) {
  9312. return Vector3.Dot(point, this.normal) + this.d;
  9313. };
  9314. // Statics
  9315. /**
  9316. * Creates a plane from an array
  9317. * @param array the array to create a plane from
  9318. * @returns a new Plane from the given array.
  9319. */
  9320. Plane.FromArray = function (array) {
  9321. return new Plane(array[0], array[1], array[2], array[3]);
  9322. };
  9323. /**
  9324. * Creates a plane from three points
  9325. * @param point1 point used to create the plane
  9326. * @param point2 point used to create the plane
  9327. * @param point3 point used to create the plane
  9328. * @returns a new Plane defined by the three given points.
  9329. */
  9330. Plane.FromPoints = function (point1, point2, point3) {
  9331. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9332. result.copyFromPoints(point1, point2, point3);
  9333. return result;
  9334. };
  9335. /**
  9336. * Creates a plane from an origin point and a normal
  9337. * @param origin origin of the plane to be constructed
  9338. * @param normal normal of the plane to be constructed
  9339. * @returns a new Plane the normal vector to this plane at the given origin point.
  9340. * Note : the vector "normal" is updated because normalized.
  9341. */
  9342. Plane.FromPositionAndNormal = function (origin, normal) {
  9343. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9344. normal.normalize();
  9345. result.normal = normal;
  9346. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9347. return result;
  9348. };
  9349. /**
  9350. * Calculates the distance from a plane and a point
  9351. * @param origin origin of the plane to be constructed
  9352. * @param normal normal of the plane to be constructed
  9353. * @param point point to calculate distance to
  9354. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9355. */
  9356. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9357. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9358. return Vector3.Dot(point, normal) + d;
  9359. };
  9360. return Plane;
  9361. }());
  9362. BABYLON.Plane = Plane;
  9363. /**
  9364. * Class used to represent a viewport on screen
  9365. */
  9366. var Viewport = /** @class */ (function () {
  9367. /**
  9368. * Creates a Viewport object located at (x, y) and sized (width, height)
  9369. * @param x defines viewport left coordinate
  9370. * @param y defines viewport top coordinate
  9371. * @param width defines the viewport width
  9372. * @param height defines the viewport height
  9373. */
  9374. function Viewport(
  9375. /** viewport left coordinate */
  9376. x,
  9377. /** viewport top coordinate */
  9378. y,
  9379. /**viewport width */
  9380. width,
  9381. /** viewport height */
  9382. height) {
  9383. this.x = x;
  9384. this.y = y;
  9385. this.width = width;
  9386. this.height = height;
  9387. }
  9388. /**
  9389. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9390. * @param renderWidthOrEngine defines either an engine or the rendering width
  9391. * @param renderHeight defines the rendering height
  9392. * @returns a new Viewport
  9393. */
  9394. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9395. if (renderWidthOrEngine.getRenderWidth) {
  9396. var engine = renderWidthOrEngine;
  9397. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9398. }
  9399. var renderWidth = renderWidthOrEngine;
  9400. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9401. };
  9402. /**
  9403. * Returns a new Viewport copied from the current one
  9404. * @returns a new Viewport
  9405. */
  9406. Viewport.prototype.clone = function () {
  9407. return new Viewport(this.x, this.y, this.width, this.height);
  9408. };
  9409. return Viewport;
  9410. }());
  9411. BABYLON.Viewport = Viewport;
  9412. /**
  9413. * Reprasents a camera frustum
  9414. */
  9415. var Frustum = /** @class */ (function () {
  9416. function Frustum() {
  9417. }
  9418. /**
  9419. * Gets the planes representing the frustum
  9420. * @param transform matrix to be applied to the returned planes
  9421. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9422. */
  9423. Frustum.GetPlanes = function (transform) {
  9424. var frustumPlanes = [];
  9425. for (var index = 0; index < 6; index++) {
  9426. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9427. }
  9428. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9429. return frustumPlanes;
  9430. };
  9431. /**
  9432. * Gets the near frustum plane transformed by the transform matrix
  9433. * @param transform transformation matrix to be applied to the resulting frustum plane
  9434. * @param frustumPlane the resuling frustum plane
  9435. */
  9436. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9437. var m = transform.m;
  9438. frustumPlane.normal.x = m[3] + m[2];
  9439. frustumPlane.normal.y = m[7] + m[6];
  9440. frustumPlane.normal.z = m[11] + m[10];
  9441. frustumPlane.d = m[15] + m[14];
  9442. frustumPlane.normalize();
  9443. };
  9444. /**
  9445. * Gets the far frustum plane transformed by the transform matrix
  9446. * @param transform transformation matrix to be applied to the resulting frustum plane
  9447. * @param frustumPlane the resuling frustum plane
  9448. */
  9449. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9450. var m = transform.m;
  9451. frustumPlane.normal.x = m[3] - m[2];
  9452. frustumPlane.normal.y = m[7] - m[6];
  9453. frustumPlane.normal.z = m[11] - m[10];
  9454. frustumPlane.d = m[15] - m[14];
  9455. frustumPlane.normalize();
  9456. };
  9457. /**
  9458. * Gets the left frustum plane transformed by the transform matrix
  9459. * @param transform transformation matrix to be applied to the resulting frustum plane
  9460. * @param frustumPlane the resuling frustum plane
  9461. */
  9462. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9463. var m = transform.m;
  9464. frustumPlane.normal.x = m[3] + m[0];
  9465. frustumPlane.normal.y = m[7] + m[4];
  9466. frustumPlane.normal.z = m[11] + m[8];
  9467. frustumPlane.d = m[15] + m[12];
  9468. frustumPlane.normalize();
  9469. };
  9470. /**
  9471. * Gets the right frustum plane transformed by the transform matrix
  9472. * @param transform transformation matrix to be applied to the resulting frustum plane
  9473. * @param frustumPlane the resuling frustum plane
  9474. */
  9475. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9476. var m = transform.m;
  9477. frustumPlane.normal.x = m[3] - m[0];
  9478. frustumPlane.normal.y = m[7] - m[4];
  9479. frustumPlane.normal.z = m[11] - m[8];
  9480. frustumPlane.d = m[15] - m[12];
  9481. frustumPlane.normalize();
  9482. };
  9483. /**
  9484. * Gets the top frustum plane transformed by the transform matrix
  9485. * @param transform transformation matrix to be applied to the resulting frustum plane
  9486. * @param frustumPlane the resuling frustum plane
  9487. */
  9488. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9489. var m = transform.m;
  9490. frustumPlane.normal.x = m[3] - m[1];
  9491. frustumPlane.normal.y = m[7] - m[5];
  9492. frustumPlane.normal.z = m[11] - m[9];
  9493. frustumPlane.d = m[15] - m[13];
  9494. frustumPlane.normalize();
  9495. };
  9496. /**
  9497. * Gets the bottom frustum plane transformed by the transform matrix
  9498. * @param transform transformation matrix to be applied to the resulting frustum plane
  9499. * @param frustumPlane the resuling frustum plane
  9500. */
  9501. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9502. var m = transform.m;
  9503. frustumPlane.normal.x = m[3] + m[1];
  9504. frustumPlane.normal.y = m[7] + m[5];
  9505. frustumPlane.normal.z = m[11] + m[9];
  9506. frustumPlane.d = m[15] + m[13];
  9507. frustumPlane.normalize();
  9508. };
  9509. /**
  9510. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9511. * @param transform transformation matrix to be applied to the resulting frustum planes
  9512. * @param frustumPlanes the resuling frustum planes
  9513. */
  9514. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9515. // Near
  9516. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9517. // Far
  9518. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9519. // Left
  9520. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9521. // Right
  9522. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9523. // Top
  9524. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9525. // Bottom
  9526. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9527. };
  9528. return Frustum;
  9529. }());
  9530. BABYLON.Frustum = Frustum;
  9531. /** Defines supported spaces */
  9532. var Space;
  9533. (function (Space) {
  9534. /** Local (object) space */
  9535. Space[Space["LOCAL"] = 0] = "LOCAL";
  9536. /** World space */
  9537. Space[Space["WORLD"] = 1] = "WORLD";
  9538. /** Bone space */
  9539. Space[Space["BONE"] = 2] = "BONE";
  9540. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9541. /** Defines the 3 main axes */
  9542. var Axis = /** @class */ (function () {
  9543. function Axis() {
  9544. }
  9545. /** X axis */
  9546. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9547. /** Y axis */
  9548. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9549. /** Z axis */
  9550. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9551. return Axis;
  9552. }());
  9553. BABYLON.Axis = Axis;
  9554. /** Class used to represent a Bezier curve */
  9555. var BezierCurve = /** @class */ (function () {
  9556. function BezierCurve() {
  9557. }
  9558. /**
  9559. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9560. * @param t defines the time
  9561. * @param x1 defines the left coordinate on X axis
  9562. * @param y1 defines the left coordinate on Y axis
  9563. * @param x2 defines the right coordinate on X axis
  9564. * @param y2 defines the right coordinate on Y axis
  9565. * @returns the interpolated value
  9566. */
  9567. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9568. // Extract X (which is equal to time here)
  9569. var f0 = 1 - 3 * x2 + 3 * x1;
  9570. var f1 = 3 * x2 - 6 * x1;
  9571. var f2 = 3 * x1;
  9572. var refinedT = t;
  9573. for (var i = 0; i < 5; i++) {
  9574. var refinedT2 = refinedT * refinedT;
  9575. var refinedT3 = refinedT2 * refinedT;
  9576. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9577. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9578. refinedT -= (x - t) * slope;
  9579. refinedT = Math.min(1, Math.max(0, refinedT));
  9580. }
  9581. // Resolve cubic bezier for the given x
  9582. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9583. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9584. Math.pow(refinedT, 3);
  9585. };
  9586. return BezierCurve;
  9587. }());
  9588. BABYLON.BezierCurve = BezierCurve;
  9589. /**
  9590. * Defines potential orientation for back face culling
  9591. */
  9592. var Orientation;
  9593. (function (Orientation) {
  9594. /**
  9595. * Clockwise
  9596. */
  9597. Orientation[Orientation["CW"] = 0] = "CW";
  9598. /** Counter clockwise */
  9599. Orientation[Orientation["CCW"] = 1] = "CCW";
  9600. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9601. /**
  9602. * Defines angle representation
  9603. */
  9604. var Angle = /** @class */ (function () {
  9605. /**
  9606. * Creates an Angle object of "radians" radians (float).
  9607. */
  9608. function Angle(radians) {
  9609. this._radians = radians;
  9610. if (this._radians < 0.0) {
  9611. this._radians += (2.0 * Math.PI);
  9612. }
  9613. }
  9614. /**
  9615. * Get value in degrees
  9616. * @returns the Angle value in degrees (float)
  9617. */
  9618. Angle.prototype.degrees = function () {
  9619. return this._radians * 180.0 / Math.PI;
  9620. };
  9621. /**
  9622. * Get value in radians
  9623. * @returns the Angle value in radians (float)
  9624. */
  9625. Angle.prototype.radians = function () {
  9626. return this._radians;
  9627. };
  9628. /**
  9629. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9630. * @param a defines first vector
  9631. * @param b defines second vector
  9632. * @returns a new Angle
  9633. */
  9634. Angle.BetweenTwoPoints = function (a, b) {
  9635. var delta = b.subtract(a);
  9636. var theta = Math.atan2(delta.y, delta.x);
  9637. return new Angle(theta);
  9638. };
  9639. /**
  9640. * Gets a new Angle object from the given float in radians
  9641. * @param radians defines the angle value in radians
  9642. * @returns a new Angle
  9643. */
  9644. Angle.FromRadians = function (radians) {
  9645. return new Angle(radians);
  9646. };
  9647. /**
  9648. * Gets a new Angle object from the given float in degrees
  9649. * @param degrees defines the angle value in degrees
  9650. * @returns a new Angle
  9651. */
  9652. Angle.FromDegrees = function (degrees) {
  9653. return new Angle(degrees * Math.PI / 180.0);
  9654. };
  9655. return Angle;
  9656. }());
  9657. BABYLON.Angle = Angle;
  9658. /**
  9659. * This represents an arc in a 2d space.
  9660. */
  9661. var Arc2 = /** @class */ (function () {
  9662. /**
  9663. * Creates an Arc object from the three given points : start, middle and end.
  9664. * @param startPoint Defines the start point of the arc
  9665. * @param midPoint Defines the midlle point of the arc
  9666. * @param endPoint Defines the end point of the arc
  9667. */
  9668. function Arc2(
  9669. /** Defines the start point of the arc */
  9670. startPoint,
  9671. /** Defines the mid point of the arc */
  9672. midPoint,
  9673. /** Defines the end point of the arc */
  9674. endPoint) {
  9675. this.startPoint = startPoint;
  9676. this.midPoint = midPoint;
  9677. this.endPoint = endPoint;
  9678. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9679. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9680. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9681. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9682. 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);
  9683. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9684. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9685. var a1 = this.startAngle.degrees();
  9686. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9687. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9688. // angles correction
  9689. if (a2 - a1 > +180.0) {
  9690. a2 -= 360.0;
  9691. }
  9692. if (a2 - a1 < -180.0) {
  9693. a2 += 360.0;
  9694. }
  9695. if (a3 - a2 > +180.0) {
  9696. a3 -= 360.0;
  9697. }
  9698. if (a3 - a2 < -180.0) {
  9699. a3 += 360.0;
  9700. }
  9701. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9702. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9703. }
  9704. return Arc2;
  9705. }());
  9706. BABYLON.Arc2 = Arc2;
  9707. /**
  9708. * Represents a 2D path made up of multiple 2D points
  9709. */
  9710. var Path2 = /** @class */ (function () {
  9711. /**
  9712. * Creates a Path2 object from the starting 2D coordinates x and y.
  9713. * @param x the starting points x value
  9714. * @param y the starting points y value
  9715. */
  9716. function Path2(x, y) {
  9717. this._points = new Array();
  9718. this._length = 0.0;
  9719. /**
  9720. * If the path start and end point are the same
  9721. */
  9722. this.closed = false;
  9723. this._points.push(new Vector2(x, y));
  9724. }
  9725. /**
  9726. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9727. * @param x the added points x value
  9728. * @param y the added points y value
  9729. * @returns the updated Path2.
  9730. */
  9731. Path2.prototype.addLineTo = function (x, y) {
  9732. if (this.closed) {
  9733. return this;
  9734. }
  9735. var newPoint = new Vector2(x, y);
  9736. var previousPoint = this._points[this._points.length - 1];
  9737. this._points.push(newPoint);
  9738. this._length += newPoint.subtract(previousPoint).length();
  9739. return this;
  9740. };
  9741. /**
  9742. * 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.
  9743. * @param midX middle point x value
  9744. * @param midY middle point y value
  9745. * @param endX end point x value
  9746. * @param endY end point y value
  9747. * @param numberOfSegments (default: 36)
  9748. * @returns the updated Path2.
  9749. */
  9750. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9751. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9752. if (this.closed) {
  9753. return this;
  9754. }
  9755. var startPoint = this._points[this._points.length - 1];
  9756. var midPoint = new Vector2(midX, midY);
  9757. var endPoint = new Vector2(endX, endY);
  9758. var arc = new Arc2(startPoint, midPoint, endPoint);
  9759. var increment = arc.angle.radians() / numberOfSegments;
  9760. if (arc.orientation === Orientation.CW) {
  9761. increment *= -1;
  9762. }
  9763. var currentAngle = arc.startAngle.radians() + increment;
  9764. for (var i = 0; i < numberOfSegments; i++) {
  9765. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9766. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9767. this.addLineTo(x, y);
  9768. currentAngle += increment;
  9769. }
  9770. return this;
  9771. };
  9772. /**
  9773. * Closes the Path2.
  9774. * @returns the Path2.
  9775. */
  9776. Path2.prototype.close = function () {
  9777. this.closed = true;
  9778. return this;
  9779. };
  9780. /**
  9781. * Gets the sum of the distance between each sequential point in the path
  9782. * @returns the Path2 total length (float).
  9783. */
  9784. Path2.prototype.length = function () {
  9785. var result = this._length;
  9786. if (!this.closed) {
  9787. var lastPoint = this._points[this._points.length - 1];
  9788. var firstPoint = this._points[0];
  9789. result += (firstPoint.subtract(lastPoint).length());
  9790. }
  9791. return result;
  9792. };
  9793. /**
  9794. * Gets the points which construct the path
  9795. * @returns the Path2 internal array of points.
  9796. */
  9797. Path2.prototype.getPoints = function () {
  9798. return this._points;
  9799. };
  9800. /**
  9801. * Retreives the point at the distance aways from the starting point
  9802. * @param normalizedLengthPosition the length along the path to retreive the point from
  9803. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9804. */
  9805. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9806. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9807. return Vector2.Zero();
  9808. }
  9809. var lengthPosition = normalizedLengthPosition * this.length();
  9810. var previousOffset = 0;
  9811. for (var i = 0; i < this._points.length; i++) {
  9812. var j = (i + 1) % this._points.length;
  9813. var a = this._points[i];
  9814. var b = this._points[j];
  9815. var bToA = b.subtract(a);
  9816. var nextOffset = (bToA.length() + previousOffset);
  9817. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9818. var dir = bToA.normalize();
  9819. var localOffset = lengthPosition - previousOffset;
  9820. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9821. }
  9822. previousOffset = nextOffset;
  9823. }
  9824. return Vector2.Zero();
  9825. };
  9826. /**
  9827. * Creates a new path starting from an x and y position
  9828. * @param x starting x value
  9829. * @param y starting y value
  9830. * @returns a new Path2 starting at the coordinates (x, y).
  9831. */
  9832. Path2.StartingAt = function (x, y) {
  9833. return new Path2(x, y);
  9834. };
  9835. return Path2;
  9836. }());
  9837. BABYLON.Path2 = Path2;
  9838. /**
  9839. * Represents a 3D path made up of multiple 3D points
  9840. */
  9841. var Path3D = /** @class */ (function () {
  9842. /**
  9843. * new Path3D(path, normal, raw)
  9844. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9845. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9846. * @param path an array of Vector3, the curve axis of the Path3D
  9847. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9848. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9849. */
  9850. function Path3D(
  9851. /**
  9852. * an array of Vector3, the curve axis of the Path3D
  9853. */
  9854. path, firstNormal, raw) {
  9855. if (firstNormal === void 0) { firstNormal = null; }
  9856. this.path = path;
  9857. this._curve = new Array();
  9858. this._distances = new Array();
  9859. this._tangents = new Array();
  9860. this._normals = new Array();
  9861. this._binormals = new Array();
  9862. for (var p = 0; p < path.length; p++) {
  9863. this._curve[p] = path[p].clone(); // hard copy
  9864. }
  9865. this._raw = raw || false;
  9866. this._compute(firstNormal);
  9867. }
  9868. /**
  9869. * Returns the Path3D array of successive Vector3 designing its curve.
  9870. * @returns the Path3D array of successive Vector3 designing its curve.
  9871. */
  9872. Path3D.prototype.getCurve = function () {
  9873. return this._curve;
  9874. };
  9875. /**
  9876. * Returns an array populated with tangent vectors on each Path3D curve point.
  9877. * @returns an array populated with tangent vectors on each Path3D curve point.
  9878. */
  9879. Path3D.prototype.getTangents = function () {
  9880. return this._tangents;
  9881. };
  9882. /**
  9883. * Returns an array populated with normal vectors on each Path3D curve point.
  9884. * @returns an array populated with normal vectors on each Path3D curve point.
  9885. */
  9886. Path3D.prototype.getNormals = function () {
  9887. return this._normals;
  9888. };
  9889. /**
  9890. * Returns an array populated with binormal vectors on each Path3D curve point.
  9891. * @returns an array populated with binormal vectors on each Path3D curve point.
  9892. */
  9893. Path3D.prototype.getBinormals = function () {
  9894. return this._binormals;
  9895. };
  9896. /**
  9897. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9898. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9899. */
  9900. Path3D.prototype.getDistances = function () {
  9901. return this._distances;
  9902. };
  9903. /**
  9904. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9905. * @param path path which all values are copied into the curves points
  9906. * @param firstNormal which should be projected onto the curve
  9907. * @returns the same object updated.
  9908. */
  9909. Path3D.prototype.update = function (path, firstNormal) {
  9910. if (firstNormal === void 0) { firstNormal = null; }
  9911. for (var p = 0; p < path.length; p++) {
  9912. this._curve[p].x = path[p].x;
  9913. this._curve[p].y = path[p].y;
  9914. this._curve[p].z = path[p].z;
  9915. }
  9916. this._compute(firstNormal);
  9917. return this;
  9918. };
  9919. // private function compute() : computes tangents, normals and binormals
  9920. Path3D.prototype._compute = function (firstNormal) {
  9921. var l = this._curve.length;
  9922. // first and last tangents
  9923. this._tangents[0] = this._getFirstNonNullVector(0);
  9924. if (!this._raw) {
  9925. this._tangents[0].normalize();
  9926. }
  9927. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9928. if (!this._raw) {
  9929. this._tangents[l - 1].normalize();
  9930. }
  9931. // normals and binormals at first point : arbitrary vector with _normalVector()
  9932. var tg0 = this._tangents[0];
  9933. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9934. this._normals[0] = pp0;
  9935. if (!this._raw) {
  9936. this._normals[0].normalize();
  9937. }
  9938. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9939. if (!this._raw) {
  9940. this._binormals[0].normalize();
  9941. }
  9942. this._distances[0] = 0.0;
  9943. // normals and binormals : next points
  9944. var prev; // previous vector (segment)
  9945. var cur; // current vector (segment)
  9946. var curTang; // current tangent
  9947. // previous normal
  9948. var prevBinor; // previous binormal
  9949. for (var i = 1; i < l; i++) {
  9950. // tangents
  9951. prev = this._getLastNonNullVector(i);
  9952. if (i < l - 1) {
  9953. cur = this._getFirstNonNullVector(i);
  9954. this._tangents[i] = prev.add(cur);
  9955. this._tangents[i].normalize();
  9956. }
  9957. this._distances[i] = this._distances[i - 1] + prev.length();
  9958. // normals and binormals
  9959. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9960. curTang = this._tangents[i];
  9961. prevBinor = this._binormals[i - 1];
  9962. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9963. if (!this._raw) {
  9964. this._normals[i].normalize();
  9965. }
  9966. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9967. if (!this._raw) {
  9968. this._binormals[i].normalize();
  9969. }
  9970. }
  9971. };
  9972. // private function getFirstNonNullVector(index)
  9973. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9974. Path3D.prototype._getFirstNonNullVector = function (index) {
  9975. var i = 1;
  9976. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9977. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9978. i++;
  9979. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9980. }
  9981. return nNVector;
  9982. };
  9983. // private function getLastNonNullVector(index)
  9984. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9985. Path3D.prototype._getLastNonNullVector = function (index) {
  9986. var i = 1;
  9987. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9988. while (nLVector.length() === 0 && index > i + 1) {
  9989. i++;
  9990. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9991. }
  9992. return nLVector;
  9993. };
  9994. // private function normalVector(v0, vt, va) :
  9995. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9996. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9997. Path3D.prototype._normalVector = function (v0, vt, va) {
  9998. var normal0;
  9999. var tgl = vt.length();
  10000. if (tgl === 0.0) {
  10001. tgl = 1.0;
  10002. }
  10003. if (va === undefined || va === null) {
  10004. var point;
  10005. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10006. point = new Vector3(0.0, -1.0, 0.0);
  10007. }
  10008. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10009. point = new Vector3(1.0, 0.0, 0.0);
  10010. }
  10011. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10012. point = new Vector3(0.0, 0.0, 1.0);
  10013. }
  10014. else {
  10015. point = Vector3.Zero();
  10016. }
  10017. normal0 = Vector3.Cross(vt, point);
  10018. }
  10019. else {
  10020. normal0 = Vector3.Cross(vt, va);
  10021. Vector3.CrossToRef(normal0, vt, normal0);
  10022. }
  10023. normal0.normalize();
  10024. return normal0;
  10025. };
  10026. return Path3D;
  10027. }());
  10028. BABYLON.Path3D = Path3D;
  10029. /**
  10030. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10031. * A Curve3 is designed from a series of successive Vector3.
  10032. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10033. */
  10034. var Curve3 = /** @class */ (function () {
  10035. /**
  10036. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10037. * A Curve3 is designed from a series of successive Vector3.
  10038. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10039. * @param points points which make up the curve
  10040. */
  10041. function Curve3(points) {
  10042. this._length = 0.0;
  10043. this._points = points;
  10044. this._length = this._computeLength(points);
  10045. }
  10046. /**
  10047. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10048. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10049. * @param v1 (Vector3) the control point
  10050. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10051. * @param nbPoints (integer) the wanted number of points in the curve
  10052. * @returns the created Curve3
  10053. */
  10054. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10055. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10056. var bez = new Array();
  10057. var equation = function (t, val0, val1, val2) {
  10058. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10059. return res;
  10060. };
  10061. for (var i = 0; i <= nbPoints; i++) {
  10062. 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)));
  10063. }
  10064. return new Curve3(bez);
  10065. };
  10066. /**
  10067. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10068. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10069. * @param v1 (Vector3) the first control point
  10070. * @param v2 (Vector3) the second control point
  10071. * @param v3 (Vector3) the end point of the Cubic Bezier
  10072. * @param nbPoints (integer) the wanted number of points in the curve
  10073. * @returns the created Curve3
  10074. */
  10075. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10076. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10077. var bez = new Array();
  10078. var equation = function (t, val0, val1, val2, val3) {
  10079. 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;
  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, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  10084. }
  10085. return new Curve3(bez);
  10086. };
  10087. /**
  10088. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10089. * @param p1 (Vector3) the origin point of the Hermite Spline
  10090. * @param t1 (Vector3) the tangent vector at the origin point
  10091. * @param p2 (Vector3) the end point of the Hermite Spline
  10092. * @param t2 (Vector3) the tangent vector at the end point
  10093. * @param nbPoints (integer) the wanted number of points in the curve
  10094. * @returns the created Curve3
  10095. */
  10096. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10097. var hermite = new Array();
  10098. var step = 1.0 / nbPoints;
  10099. for (var i = 0; i <= nbPoints; i++) {
  10100. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10101. }
  10102. return new Curve3(hermite);
  10103. };
  10104. /**
  10105. * Returns a Curve3 object along a CatmullRom Spline curve :
  10106. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10107. * @param nbPoints (integer) the wanted number of points between each curve control points
  10108. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10109. * @returns the created Curve3
  10110. */
  10111. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10112. var catmullRom = new Array();
  10113. var step = 1.0 / nbPoints;
  10114. var amount = 0.0;
  10115. if (closed) {
  10116. var pointsCount = points.length;
  10117. for (var i = 0; i < pointsCount; i++) {
  10118. amount = 0;
  10119. for (var c = 0; c < nbPoints; c++) {
  10120. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10121. amount += step;
  10122. }
  10123. }
  10124. catmullRom.push(catmullRom[0]);
  10125. }
  10126. else {
  10127. var totalPoints = new Array();
  10128. totalPoints.push(points[0].clone());
  10129. Array.prototype.push.apply(totalPoints, points);
  10130. totalPoints.push(points[points.length - 1].clone());
  10131. for (var i = 0; i < totalPoints.length - 3; i++) {
  10132. amount = 0;
  10133. for (var c = 0; c < nbPoints; c++) {
  10134. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10135. amount += step;
  10136. }
  10137. }
  10138. i--;
  10139. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10140. }
  10141. return new Curve3(catmullRom);
  10142. };
  10143. /**
  10144. * @returns the Curve3 stored array of successive Vector3
  10145. */
  10146. Curve3.prototype.getPoints = function () {
  10147. return this._points;
  10148. };
  10149. /**
  10150. * @returns the computed length (float) of the curve.
  10151. */
  10152. Curve3.prototype.length = function () {
  10153. return this._length;
  10154. };
  10155. /**
  10156. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10157. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10158. * curveA and curveB keep unchanged.
  10159. * @param curve the curve to continue from this curve
  10160. * @returns the newly constructed curve
  10161. */
  10162. Curve3.prototype.continue = function (curve) {
  10163. var lastPoint = this._points[this._points.length - 1];
  10164. var continuedPoints = this._points.slice();
  10165. var curvePoints = curve.getPoints();
  10166. for (var i = 1; i < curvePoints.length; i++) {
  10167. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10168. }
  10169. var continuedCurve = new Curve3(continuedPoints);
  10170. return continuedCurve;
  10171. };
  10172. Curve3.prototype._computeLength = function (path) {
  10173. var l = 0;
  10174. for (var i = 1; i < path.length; i++) {
  10175. l += (path[i].subtract(path[i - 1])).length();
  10176. }
  10177. return l;
  10178. };
  10179. return Curve3;
  10180. }());
  10181. BABYLON.Curve3 = Curve3;
  10182. // Vertex formats
  10183. /**
  10184. * Contains position and normal vectors for a vertex
  10185. */
  10186. var PositionNormalVertex = /** @class */ (function () {
  10187. /**
  10188. * Creates a PositionNormalVertex
  10189. * @param position the position of the vertex (defaut: 0,0,0)
  10190. * @param normal the normal of the vertex (defaut: 0,1,0)
  10191. */
  10192. function PositionNormalVertex(
  10193. /** the position of the vertex (defaut: 0,0,0) */
  10194. position,
  10195. /** the normal of the vertex (defaut: 0,1,0) */
  10196. normal) {
  10197. if (position === void 0) { position = Vector3.Zero(); }
  10198. if (normal === void 0) { normal = Vector3.Up(); }
  10199. this.position = position;
  10200. this.normal = normal;
  10201. }
  10202. /**
  10203. * Clones the PositionNormalVertex
  10204. * @returns the cloned PositionNormalVertex
  10205. */
  10206. PositionNormalVertex.prototype.clone = function () {
  10207. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10208. };
  10209. return PositionNormalVertex;
  10210. }());
  10211. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10212. /**
  10213. * Contains position, normal and uv vectors for a vertex
  10214. */
  10215. var PositionNormalTextureVertex = /** @class */ (function () {
  10216. /**
  10217. * Creates a PositionNormalTextureVertex
  10218. * @param position the position of the vertex (defaut: 0,0,0)
  10219. * @param normal the normal of the vertex (defaut: 0,1,0)
  10220. * @param uv the uv of the vertex (default: 0,0)
  10221. */
  10222. function PositionNormalTextureVertex(
  10223. /** the position of the vertex (defaut: 0,0,0) */
  10224. position,
  10225. /** the normal of the vertex (defaut: 0,1,0) */
  10226. normal,
  10227. /** the uv of the vertex (default: 0,0) */
  10228. uv) {
  10229. if (position === void 0) { position = Vector3.Zero(); }
  10230. if (normal === void 0) { normal = Vector3.Up(); }
  10231. if (uv === void 0) { uv = Vector2.Zero(); }
  10232. this.position = position;
  10233. this.normal = normal;
  10234. this.uv = uv;
  10235. }
  10236. /**
  10237. * Clones the PositionNormalTextureVertex
  10238. * @returns the cloned PositionNormalTextureVertex
  10239. */
  10240. PositionNormalTextureVertex.prototype.clone = function () {
  10241. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10242. };
  10243. return PositionNormalTextureVertex;
  10244. }());
  10245. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10246. // Temporary pre-allocated objects for engine internal use
  10247. // usage in any internal function :
  10248. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10249. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10250. /**
  10251. * @hidden
  10252. */
  10253. var Tmp = /** @class */ (function () {
  10254. function Tmp() {
  10255. }
  10256. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10257. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10258. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10259. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10260. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10261. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10262. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10263. return Tmp;
  10264. }());
  10265. BABYLON.Tmp = Tmp;
  10266. /**
  10267. * @hidden
  10268. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10269. */
  10270. var MathTmp = /** @class */ (function () {
  10271. function MathTmp() {
  10272. }
  10273. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10274. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10275. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10276. return MathTmp;
  10277. }());
  10278. })(BABYLON || (BABYLON = {}));
  10279. //# sourceMappingURL=babylon.math.js.map
  10280. var BABYLON;
  10281. (function (BABYLON) {
  10282. /**
  10283. * Scalar computation library
  10284. */
  10285. var Scalar = /** @class */ (function () {
  10286. function Scalar() {
  10287. }
  10288. /**
  10289. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10290. * @param a number
  10291. * @param b number
  10292. * @param epsilon (default = 1.401298E-45)
  10293. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10294. */
  10295. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10296. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10297. var num = a - b;
  10298. return -epsilon <= num && num <= epsilon;
  10299. };
  10300. /**
  10301. * Returns a string : the upper case translation of the number i to hexadecimal.
  10302. * @param i number
  10303. * @returns the upper case translation of the number i to hexadecimal.
  10304. */
  10305. Scalar.ToHex = function (i) {
  10306. var str = i.toString(16);
  10307. if (i <= 15) {
  10308. return ("0" + str).toUpperCase();
  10309. }
  10310. return str.toUpperCase();
  10311. };
  10312. /**
  10313. * Returns -1 if value is negative and +1 is value is positive.
  10314. * @param value the value
  10315. * @returns the value itself if it's equal to zero.
  10316. */
  10317. Scalar.Sign = function (value) {
  10318. value = +value; // convert to a number
  10319. if (value === 0 || isNaN(value)) {
  10320. return value;
  10321. }
  10322. return value > 0 ? 1 : -1;
  10323. };
  10324. /**
  10325. * Returns the value itself if it's between min and max.
  10326. * Returns min if the value is lower than min.
  10327. * Returns max if the value is greater than max.
  10328. * @param value the value to clmap
  10329. * @param min the min value to clamp to (default: 0)
  10330. * @param max the max value to clamp to (default: 1)
  10331. * @returns the clamped value
  10332. */
  10333. Scalar.Clamp = function (value, min, max) {
  10334. if (min === void 0) { min = 0; }
  10335. if (max === void 0) { max = 1; }
  10336. return Math.min(max, Math.max(min, value));
  10337. };
  10338. /**
  10339. * the log2 of value.
  10340. * @param value the value to compute log2 of
  10341. * @returns the log2 of value.
  10342. */
  10343. Scalar.Log2 = function (value) {
  10344. return Math.log(value) * Math.LOG2E;
  10345. };
  10346. /**
  10347. * Loops the value, so that it is never larger than length and never smaller than 0.
  10348. *
  10349. * This is similar to the modulo operator but it works with floating point numbers.
  10350. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10351. * With t = 5 and length = 2.5, the result would be 0.0.
  10352. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10353. * @param value the value
  10354. * @param length the length
  10355. * @returns the looped value
  10356. */
  10357. Scalar.Repeat = function (value, length) {
  10358. return value - Math.floor(value / length) * length;
  10359. };
  10360. /**
  10361. * Normalize the value between 0.0 and 1.0 using min and max values
  10362. * @param value value to normalize
  10363. * @param min max to normalize between
  10364. * @param max min to normalize between
  10365. * @returns the normalized value
  10366. */
  10367. Scalar.Normalize = function (value, min, max) {
  10368. return (value - min) / (max - min);
  10369. };
  10370. /**
  10371. * Denormalize the value from 0.0 and 1.0 using min and max values
  10372. * @param normalized value to denormalize
  10373. * @param min max to denormalize between
  10374. * @param max min to denormalize between
  10375. * @returns the denormalized value
  10376. */
  10377. Scalar.Denormalize = function (normalized, min, max) {
  10378. return (normalized * (max - min) + min);
  10379. };
  10380. /**
  10381. * Calculates the shortest difference between two given angles given in degrees.
  10382. * @param current current angle in degrees
  10383. * @param target target angle in degrees
  10384. * @returns the delta
  10385. */
  10386. Scalar.DeltaAngle = function (current, target) {
  10387. var num = Scalar.Repeat(target - current, 360.0);
  10388. if (num > 180.0) {
  10389. num -= 360.0;
  10390. }
  10391. return num;
  10392. };
  10393. /**
  10394. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10395. * @param tx value
  10396. * @param length length
  10397. * @returns The returned value will move back and forth between 0 and length
  10398. */
  10399. Scalar.PingPong = function (tx, length) {
  10400. var t = Scalar.Repeat(tx, length * 2.0);
  10401. return length - Math.abs(t - length);
  10402. };
  10403. /**
  10404. * Interpolates between min and max with smoothing at the limits.
  10405. *
  10406. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10407. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10408. * @param from from
  10409. * @param to to
  10410. * @param tx value
  10411. * @returns the smooth stepped value
  10412. */
  10413. Scalar.SmoothStep = function (from, to, tx) {
  10414. var t = Scalar.Clamp(tx);
  10415. t = -2.0 * t * t * t + 3.0 * t * t;
  10416. return to * t + from * (1.0 - t);
  10417. };
  10418. /**
  10419. * Moves a value current towards target.
  10420. *
  10421. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10422. * Negative values of maxDelta pushes the value away from target.
  10423. * @param current current value
  10424. * @param target target value
  10425. * @param maxDelta max distance to move
  10426. * @returns resulting value
  10427. */
  10428. Scalar.MoveTowards = function (current, target, maxDelta) {
  10429. var result = 0;
  10430. if (Math.abs(target - current) <= maxDelta) {
  10431. result = target;
  10432. }
  10433. else {
  10434. result = current + Scalar.Sign(target - current) * maxDelta;
  10435. }
  10436. return result;
  10437. };
  10438. /**
  10439. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10440. *
  10441. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10442. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10443. * @param current current value
  10444. * @param target target value
  10445. * @param maxDelta max distance to move
  10446. * @returns resulting angle
  10447. */
  10448. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10449. var num = Scalar.DeltaAngle(current, target);
  10450. var result = 0;
  10451. if (-maxDelta < num && num < maxDelta) {
  10452. result = target;
  10453. }
  10454. else {
  10455. target = current + num;
  10456. result = Scalar.MoveTowards(current, target, maxDelta);
  10457. }
  10458. return result;
  10459. };
  10460. /**
  10461. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10462. * @param start start value
  10463. * @param end target value
  10464. * @param amount amount to lerp between
  10465. * @returns the lerped value
  10466. */
  10467. Scalar.Lerp = function (start, end, amount) {
  10468. return start + ((end - start) * amount);
  10469. };
  10470. /**
  10471. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10472. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10473. * @param start start value
  10474. * @param end target value
  10475. * @param amount amount to lerp between
  10476. * @returns the lerped value
  10477. */
  10478. Scalar.LerpAngle = function (start, end, amount) {
  10479. var num = Scalar.Repeat(end - start, 360.0);
  10480. if (num > 180.0) {
  10481. num -= 360.0;
  10482. }
  10483. return start + num * Scalar.Clamp(amount);
  10484. };
  10485. /**
  10486. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10487. * @param a start value
  10488. * @param b target value
  10489. * @param value value between a and b
  10490. * @returns the inverseLerp value
  10491. */
  10492. Scalar.InverseLerp = function (a, b, value) {
  10493. var result = 0;
  10494. if (a != b) {
  10495. result = Scalar.Clamp((value - a) / (b - a));
  10496. }
  10497. else {
  10498. result = 0.0;
  10499. }
  10500. return result;
  10501. };
  10502. /**
  10503. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10504. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10505. * @param value1 spline value
  10506. * @param tangent1 spline value
  10507. * @param value2 spline value
  10508. * @param tangent2 spline value
  10509. * @param amount input value
  10510. * @returns hermite result
  10511. */
  10512. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10513. var squared = amount * amount;
  10514. var cubed = amount * squared;
  10515. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10516. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10517. var part3 = (cubed - (2.0 * squared)) + amount;
  10518. var part4 = cubed - squared;
  10519. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10520. };
  10521. /**
  10522. * Returns a random float number between and min and max values
  10523. * @param min min value of random
  10524. * @param max max value of random
  10525. * @returns random value
  10526. */
  10527. Scalar.RandomRange = function (min, max) {
  10528. if (min === max) {
  10529. return min;
  10530. }
  10531. return ((Math.random() * (max - min)) + min);
  10532. };
  10533. /**
  10534. * This function returns percentage of a number in a given range.
  10535. *
  10536. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10537. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10538. * @param number to convert to percentage
  10539. * @param min min range
  10540. * @param max max range
  10541. * @returns the percentage
  10542. */
  10543. Scalar.RangeToPercent = function (number, min, max) {
  10544. return ((number - min) / (max - min));
  10545. };
  10546. /**
  10547. * This function returns number that corresponds to the percentage in a given range.
  10548. *
  10549. * PercentToRange(0.34,0,100) will return 34.
  10550. * @param percent to convert to number
  10551. * @param min min range
  10552. * @param max max range
  10553. * @returns the number
  10554. */
  10555. Scalar.PercentToRange = function (percent, min, max) {
  10556. return ((max - min) * percent + min);
  10557. };
  10558. /**
  10559. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10560. * @param angle The angle to normalize in radian.
  10561. * @return The converted angle.
  10562. */
  10563. Scalar.NormalizeRadians = function (angle) {
  10564. // More precise but slower version kept for reference.
  10565. // angle = angle % Tools.TwoPi;
  10566. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10567. //if (angle > Math.PI) {
  10568. // angle -= Tools.TwoPi;
  10569. //}
  10570. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10571. return angle;
  10572. };
  10573. /**
  10574. * Two pi constants convenient for computation.
  10575. */
  10576. Scalar.TwoPi = Math.PI * 2;
  10577. return Scalar;
  10578. }());
  10579. BABYLON.Scalar = Scalar;
  10580. })(BABYLON || (BABYLON = {}));
  10581. //# sourceMappingURL=babylon.math.scalar.js.map
  10582. //# sourceMappingURL=babylon.mixins.js.map
  10583. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10584. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10585. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10586. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10587. //# sourceMappingURL=babylon.webgl2.js.map
  10588. var BABYLON;
  10589. (function (BABYLON) {
  10590. var __decoratorInitialStore = {};
  10591. var __mergedStore = {};
  10592. var _copySource = function (creationFunction, source, instanciate) {
  10593. var destination = creationFunction();
  10594. // Tags
  10595. if (BABYLON.Tags) {
  10596. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10597. }
  10598. var classStore = getMergedStore(destination);
  10599. // Properties
  10600. for (var property in classStore) {
  10601. var propertyDescriptor = classStore[property];
  10602. var sourceProperty = source[property];
  10603. var propertyType = propertyDescriptor.type;
  10604. if (sourceProperty !== undefined && sourceProperty !== null) {
  10605. switch (propertyType) {
  10606. case 0: // Value
  10607. case 6: // Mesh reference
  10608. case 11: // Camera reference
  10609. destination[property] = sourceProperty;
  10610. break;
  10611. case 1: // Texture
  10612. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10613. break;
  10614. case 2: // Color3
  10615. case 3: // FresnelParameters
  10616. case 4: // Vector2
  10617. case 5: // Vector3
  10618. case 7: // Color Curves
  10619. case 10: // Quaternion
  10620. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10621. break;
  10622. }
  10623. }
  10624. }
  10625. return destination;
  10626. };
  10627. function getDirectStore(target) {
  10628. var classKey = target.getClassName();
  10629. if (!__decoratorInitialStore[classKey]) {
  10630. __decoratorInitialStore[classKey] = {};
  10631. }
  10632. return __decoratorInitialStore[classKey];
  10633. }
  10634. /**
  10635. * Return the list of properties flagged as serializable
  10636. * @param target: host object
  10637. */
  10638. function getMergedStore(target) {
  10639. var classKey = target.getClassName();
  10640. if (__mergedStore[classKey]) {
  10641. return __mergedStore[classKey];
  10642. }
  10643. __mergedStore[classKey] = {};
  10644. var store = __mergedStore[classKey];
  10645. var currentTarget = target;
  10646. var currentKey = classKey;
  10647. while (currentKey) {
  10648. var initialStore = __decoratorInitialStore[currentKey];
  10649. for (var property in initialStore) {
  10650. store[property] = initialStore[property];
  10651. }
  10652. var parent_1 = void 0;
  10653. var done = false;
  10654. do {
  10655. parent_1 = Object.getPrototypeOf(currentTarget);
  10656. if (!parent_1.getClassName) {
  10657. done = true;
  10658. break;
  10659. }
  10660. if (parent_1.getClassName() !== currentKey) {
  10661. break;
  10662. }
  10663. currentTarget = parent_1;
  10664. } while (parent_1);
  10665. if (done) {
  10666. break;
  10667. }
  10668. currentKey = parent_1.getClassName();
  10669. currentTarget = parent_1;
  10670. }
  10671. return store;
  10672. }
  10673. function generateSerializableMember(type, sourceName) {
  10674. return function (target, propertyKey) {
  10675. var classStore = getDirectStore(target);
  10676. if (!classStore[propertyKey]) {
  10677. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10678. }
  10679. };
  10680. }
  10681. function generateExpandMember(setCallback, targetKey) {
  10682. if (targetKey === void 0) { targetKey = null; }
  10683. return function (target, propertyKey) {
  10684. var key = targetKey || ("_" + propertyKey);
  10685. Object.defineProperty(target, propertyKey, {
  10686. get: function () {
  10687. return this[key];
  10688. },
  10689. set: function (value) {
  10690. if (this[key] === value) {
  10691. return;
  10692. }
  10693. this[key] = value;
  10694. target[setCallback].apply(this);
  10695. },
  10696. enumerable: true,
  10697. configurable: true
  10698. });
  10699. };
  10700. }
  10701. function expandToProperty(callback, targetKey) {
  10702. if (targetKey === void 0) { targetKey = null; }
  10703. return generateExpandMember(callback, targetKey);
  10704. }
  10705. BABYLON.expandToProperty = expandToProperty;
  10706. function serialize(sourceName) {
  10707. return generateSerializableMember(0, sourceName); // value member
  10708. }
  10709. BABYLON.serialize = serialize;
  10710. function serializeAsTexture(sourceName) {
  10711. return generateSerializableMember(1, sourceName); // texture member
  10712. }
  10713. BABYLON.serializeAsTexture = serializeAsTexture;
  10714. function serializeAsColor3(sourceName) {
  10715. return generateSerializableMember(2, sourceName); // color3 member
  10716. }
  10717. BABYLON.serializeAsColor3 = serializeAsColor3;
  10718. function serializeAsFresnelParameters(sourceName) {
  10719. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10720. }
  10721. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10722. function serializeAsVector2(sourceName) {
  10723. return generateSerializableMember(4, sourceName); // vector2 member
  10724. }
  10725. BABYLON.serializeAsVector2 = serializeAsVector2;
  10726. function serializeAsVector3(sourceName) {
  10727. return generateSerializableMember(5, sourceName); // vector3 member
  10728. }
  10729. BABYLON.serializeAsVector3 = serializeAsVector3;
  10730. function serializeAsMeshReference(sourceName) {
  10731. return generateSerializableMember(6, sourceName); // mesh reference member
  10732. }
  10733. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10734. function serializeAsColorCurves(sourceName) {
  10735. return generateSerializableMember(7, sourceName); // color curves
  10736. }
  10737. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10738. function serializeAsColor4(sourceName) {
  10739. return generateSerializableMember(8, sourceName); // color 4
  10740. }
  10741. BABYLON.serializeAsColor4 = serializeAsColor4;
  10742. function serializeAsImageProcessingConfiguration(sourceName) {
  10743. return generateSerializableMember(9, sourceName); // image processing
  10744. }
  10745. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10746. function serializeAsQuaternion(sourceName) {
  10747. return generateSerializableMember(10, sourceName); // quaternion member
  10748. }
  10749. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10750. /**
  10751. * Decorator used to define property that can be serialized as reference to a camera
  10752. * @param sourceName defines the name of the property to decorate
  10753. */
  10754. function serializeAsCameraReference(sourceName) {
  10755. return generateSerializableMember(11, sourceName); // camera reference member
  10756. }
  10757. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10758. /**
  10759. * Class used to help serialization objects
  10760. */
  10761. var SerializationHelper = /** @class */ (function () {
  10762. function SerializationHelper() {
  10763. }
  10764. /**
  10765. * Static function used to serialized a specific entity
  10766. * @param entity defines the entity to serialize
  10767. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10768. * @returns a JSON compatible object representing the serialization of the entity
  10769. */
  10770. SerializationHelper.Serialize = function (entity, serializationObject) {
  10771. if (!serializationObject) {
  10772. serializationObject = {};
  10773. }
  10774. // Tags
  10775. if (BABYLON.Tags) {
  10776. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10777. }
  10778. var serializedProperties = getMergedStore(entity);
  10779. // Properties
  10780. for (var property in serializedProperties) {
  10781. var propertyDescriptor = serializedProperties[property];
  10782. var targetPropertyName = propertyDescriptor.sourceName || property;
  10783. var propertyType = propertyDescriptor.type;
  10784. var sourceProperty = entity[property];
  10785. if (sourceProperty !== undefined && sourceProperty !== null) {
  10786. switch (propertyType) {
  10787. case 0: // Value
  10788. serializationObject[targetPropertyName] = sourceProperty;
  10789. break;
  10790. case 1: // Texture
  10791. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10792. break;
  10793. case 2: // Color3
  10794. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10795. break;
  10796. case 3: // FresnelParameters
  10797. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10798. break;
  10799. case 4: // Vector2
  10800. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10801. break;
  10802. case 5: // Vector3
  10803. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10804. break;
  10805. case 6: // Mesh reference
  10806. serializationObject[targetPropertyName] = sourceProperty.id;
  10807. break;
  10808. case 7: // Color Curves
  10809. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10810. break;
  10811. case 8: // Color 4
  10812. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10813. break;
  10814. case 9: // Image Processing
  10815. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10816. break;
  10817. case 10: // Quaternion
  10818. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10819. break;
  10820. case 11: // Camera reference
  10821. serializationObject[targetPropertyName] = sourceProperty.id;
  10822. break;
  10823. }
  10824. }
  10825. }
  10826. return serializationObject;
  10827. };
  10828. /**
  10829. * Creates a new entity from a serialization data object
  10830. * @param creationFunction defines a function used to instanciated the new entity
  10831. * @param source defines the source serialization data
  10832. * @param scene defines the hosting scene
  10833. * @param rootUrl defines the root url for resources
  10834. * @returns a new entity
  10835. */
  10836. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10837. if (rootUrl === void 0) { rootUrl = null; }
  10838. var destination = creationFunction();
  10839. if (!rootUrl) {
  10840. rootUrl = "";
  10841. }
  10842. // Tags
  10843. if (BABYLON.Tags) {
  10844. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10845. }
  10846. var classStore = getMergedStore(destination);
  10847. // Properties
  10848. for (var property in classStore) {
  10849. var propertyDescriptor = classStore[property];
  10850. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10851. var propertyType = propertyDescriptor.type;
  10852. if (sourceProperty !== undefined && sourceProperty !== null) {
  10853. var dest = destination;
  10854. switch (propertyType) {
  10855. case 0: // Value
  10856. dest[property] = sourceProperty;
  10857. break;
  10858. case 1: // Texture
  10859. if (scene) {
  10860. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10861. }
  10862. break;
  10863. case 2: // Color3
  10864. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10865. break;
  10866. case 3: // FresnelParameters
  10867. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10868. break;
  10869. case 4: // Vector2
  10870. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10871. break;
  10872. case 5: // Vector3
  10873. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10874. break;
  10875. case 6: // Mesh reference
  10876. if (scene) {
  10877. dest[property] = scene.getLastMeshByID(sourceProperty);
  10878. }
  10879. break;
  10880. case 7: // Color Curves
  10881. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10882. break;
  10883. case 8: // Color 4
  10884. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10885. break;
  10886. case 9: // Image Processing
  10887. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10888. break;
  10889. case 10: // Quaternion
  10890. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10891. break;
  10892. case 11: // Camera reference
  10893. if (scene) {
  10894. dest[property] = scene.getCameraByID(sourceProperty);
  10895. }
  10896. break;
  10897. }
  10898. }
  10899. }
  10900. return destination;
  10901. };
  10902. /**
  10903. * Clones an object
  10904. * @param creationFunction defines the function used to instanciate the new object
  10905. * @param source defines the source object
  10906. * @returns the cloned object
  10907. */
  10908. SerializationHelper.Clone = function (creationFunction, source) {
  10909. return _copySource(creationFunction, source, false);
  10910. };
  10911. /**
  10912. * Instanciates a new object based on a source one (some data will be shared between both object)
  10913. * @param creationFunction defines the function used to instanciate the new object
  10914. * @param source defines the source object
  10915. * @returns the new object
  10916. */
  10917. SerializationHelper.Instanciate = function (creationFunction, source) {
  10918. return _copySource(creationFunction, source, true);
  10919. };
  10920. return SerializationHelper;
  10921. }());
  10922. BABYLON.SerializationHelper = SerializationHelper;
  10923. })(BABYLON || (BABYLON = {}));
  10924. //# sourceMappingURL=babylon.decorators.js.map
  10925. var BABYLON;
  10926. (function (BABYLON) {
  10927. /**
  10928. * Wrapper class for promise with external resolve and reject.
  10929. */
  10930. var Deferred = /** @class */ (function () {
  10931. /**
  10932. * Constructor for this deferred object.
  10933. */
  10934. function Deferred() {
  10935. var _this = this;
  10936. this.promise = new Promise(function (resolve, reject) {
  10937. _this._resolve = resolve;
  10938. _this._reject = reject;
  10939. });
  10940. }
  10941. Object.defineProperty(Deferred.prototype, "resolve", {
  10942. /**
  10943. * The resolve method of the promise associated with this deferred object.
  10944. */
  10945. get: function () {
  10946. return this._resolve;
  10947. },
  10948. enumerable: true,
  10949. configurable: true
  10950. });
  10951. Object.defineProperty(Deferred.prototype, "reject", {
  10952. /**
  10953. * The reject method of the promise associated with this deferred object.
  10954. */
  10955. get: function () {
  10956. return this._reject;
  10957. },
  10958. enumerable: true,
  10959. configurable: true
  10960. });
  10961. return Deferred;
  10962. }());
  10963. BABYLON.Deferred = Deferred;
  10964. })(BABYLON || (BABYLON = {}));
  10965. //# sourceMappingURL=babylon.deferred.js.map
  10966. var BABYLON;
  10967. (function (BABYLON) {
  10968. /**
  10969. * A class serves as a medium between the observable and its observers
  10970. */
  10971. var EventState = /** @class */ (function () {
  10972. /**
  10973. * Create a new EventState
  10974. * @param mask defines the mask associated with this state
  10975. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10976. * @param target defines the original target of the state
  10977. * @param currentTarget defines the current target of the state
  10978. */
  10979. function EventState(mask, skipNextObservers, target, currentTarget) {
  10980. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10981. this.initalize(mask, skipNextObservers, target, currentTarget);
  10982. }
  10983. /**
  10984. * Initialize the current event state
  10985. * @param mask defines the mask associated with this state
  10986. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10987. * @param target defines the original target of the state
  10988. * @param currentTarget defines the current target of the state
  10989. * @returns the current event state
  10990. */
  10991. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10992. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10993. this.mask = mask;
  10994. this.skipNextObservers = skipNextObservers;
  10995. this.target = target;
  10996. this.currentTarget = currentTarget;
  10997. return this;
  10998. };
  10999. return EventState;
  11000. }());
  11001. BABYLON.EventState = EventState;
  11002. /**
  11003. * Represent an Observer registered to a given Observable object.
  11004. */
  11005. var Observer = /** @class */ (function () {
  11006. /**
  11007. * Creates a new observer
  11008. * @param callback defines the callback to call when the observer is notified
  11009. * @param mask defines the mask of the observer (used to filter notifications)
  11010. * @param scope defines the current scope used to restore the JS context
  11011. */
  11012. function Observer(
  11013. /**
  11014. * Defines the callback to call when the observer is notified
  11015. */
  11016. callback,
  11017. /**
  11018. * Defines the mask of the observer (used to filter notifications)
  11019. */
  11020. mask,
  11021. /**
  11022. * Defines the current scope used to restore the JS context
  11023. */
  11024. scope) {
  11025. if (scope === void 0) { scope = null; }
  11026. this.callback = callback;
  11027. this.mask = mask;
  11028. this.scope = scope;
  11029. /** @hidden */
  11030. this._willBeUnregistered = false;
  11031. /**
  11032. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11033. */
  11034. this.unregisterOnNextCall = false;
  11035. }
  11036. return Observer;
  11037. }());
  11038. BABYLON.Observer = Observer;
  11039. /**
  11040. * Represent a list of observers registered to multiple Observables object.
  11041. */
  11042. var MultiObserver = /** @class */ (function () {
  11043. function MultiObserver() {
  11044. }
  11045. /**
  11046. * Release associated resources
  11047. */
  11048. MultiObserver.prototype.dispose = function () {
  11049. if (this._observers && this._observables) {
  11050. for (var index = 0; index < this._observers.length; index++) {
  11051. this._observables[index].remove(this._observers[index]);
  11052. }
  11053. }
  11054. this._observers = null;
  11055. this._observables = null;
  11056. };
  11057. /**
  11058. * Raise a callback when one of the observable will notify
  11059. * @param observables defines a list of observables to watch
  11060. * @param callback defines the callback to call on notification
  11061. * @param mask defines the mask used to filter notifications
  11062. * @param scope defines the current scope used to restore the JS context
  11063. * @returns the new MultiObserver
  11064. */
  11065. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11066. if (mask === void 0) { mask = -1; }
  11067. if (scope === void 0) { scope = null; }
  11068. var result = new MultiObserver();
  11069. result._observers = new Array();
  11070. result._observables = observables;
  11071. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11072. var observable = observables_1[_i];
  11073. var observer = observable.add(callback, mask, false, scope);
  11074. if (observer) {
  11075. result._observers.push(observer);
  11076. }
  11077. }
  11078. return result;
  11079. };
  11080. return MultiObserver;
  11081. }());
  11082. BABYLON.MultiObserver = MultiObserver;
  11083. /**
  11084. * The Observable class is a simple implementation of the Observable pattern.
  11085. *
  11086. * 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.
  11087. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11088. * 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).
  11089. * 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.
  11090. */
  11091. var Observable = /** @class */ (function () {
  11092. /**
  11093. * Creates a new observable
  11094. * @param onObserverAdded defines a callback to call when a new observer is added
  11095. */
  11096. function Observable(onObserverAdded) {
  11097. this._observers = new Array();
  11098. this._eventState = new EventState(0);
  11099. if (onObserverAdded) {
  11100. this._onObserverAdded = onObserverAdded;
  11101. }
  11102. }
  11103. /**
  11104. * Create a new Observer with the specified callback
  11105. * @param callback the callback that will be executed for that Observer
  11106. * @param mask the mask used to filter observers
  11107. * @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.
  11108. * @param scope optional scope for the callback to be called from
  11109. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11110. * @returns the new observer created for the callback
  11111. */
  11112. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11113. if (mask === void 0) { mask = -1; }
  11114. if (insertFirst === void 0) { insertFirst = false; }
  11115. if (scope === void 0) { scope = null; }
  11116. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11117. if (!callback) {
  11118. return null;
  11119. }
  11120. var observer = new Observer(callback, mask, scope);
  11121. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11122. if (insertFirst) {
  11123. this._observers.unshift(observer);
  11124. }
  11125. else {
  11126. this._observers.push(observer);
  11127. }
  11128. if (this._onObserverAdded) {
  11129. this._onObserverAdded(observer);
  11130. }
  11131. return observer;
  11132. };
  11133. /**
  11134. * Create a new Observer with the specified callback and unregisters after the next notification
  11135. * @param callback the callback that will be executed for that Observer
  11136. * @returns the new observer created for the callback
  11137. */
  11138. Observable.prototype.addOnce = function (callback) {
  11139. return this.add(callback, undefined, undefined, undefined, true);
  11140. };
  11141. /**
  11142. * Remove an Observer from the Observable object
  11143. * @param observer the instance of the Observer to remove
  11144. * @returns false if it doesn't belong to this Observable
  11145. */
  11146. Observable.prototype.remove = function (observer) {
  11147. if (!observer) {
  11148. return false;
  11149. }
  11150. var index = this._observers.indexOf(observer);
  11151. if (index !== -1) {
  11152. this._deferUnregister(observer);
  11153. return true;
  11154. }
  11155. return false;
  11156. };
  11157. /**
  11158. * Remove a callback from the Observable object
  11159. * @param callback the callback to remove
  11160. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11161. * @returns false if it doesn't belong to this Observable
  11162. */
  11163. Observable.prototype.removeCallback = function (callback, scope) {
  11164. for (var index = 0; index < this._observers.length; index++) {
  11165. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11166. this._deferUnregister(this._observers[index]);
  11167. return true;
  11168. }
  11169. }
  11170. return false;
  11171. };
  11172. Observable.prototype._deferUnregister = function (observer) {
  11173. var _this = this;
  11174. observer.unregisterOnNextCall = false;
  11175. observer._willBeUnregistered = true;
  11176. BABYLON.Tools.SetImmediate(function () {
  11177. _this._remove(observer);
  11178. });
  11179. };
  11180. // This should only be called when not iterating over _observers to avoid callback skipping.
  11181. // Removes an observer from the _observer Array.
  11182. Observable.prototype._remove = function (observer) {
  11183. if (!observer) {
  11184. return false;
  11185. }
  11186. var index = this._observers.indexOf(observer);
  11187. if (index !== -1) {
  11188. this._observers.splice(index, 1);
  11189. return true;
  11190. }
  11191. return false;
  11192. };
  11193. /**
  11194. * Notify all Observers by calling their respective callback with the given data
  11195. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11196. * @param eventData defines the data to send to all observers
  11197. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11198. * @param target defines the original target of the state
  11199. * @param currentTarget defines the current target of the state
  11200. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11201. */
  11202. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11203. if (mask === void 0) { mask = -1; }
  11204. if (!this._observers.length) {
  11205. return true;
  11206. }
  11207. var state = this._eventState;
  11208. state.mask = mask;
  11209. state.target = target;
  11210. state.currentTarget = currentTarget;
  11211. state.skipNextObservers = false;
  11212. state.lastReturnValue = eventData;
  11213. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11214. var obs = _a[_i];
  11215. if (obs._willBeUnregistered) {
  11216. continue;
  11217. }
  11218. if (obs.mask & mask) {
  11219. if (obs.scope) {
  11220. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11221. }
  11222. else {
  11223. state.lastReturnValue = obs.callback(eventData, state);
  11224. }
  11225. if (obs.unregisterOnNextCall) {
  11226. this._deferUnregister(obs);
  11227. }
  11228. }
  11229. if (state.skipNextObservers) {
  11230. return false;
  11231. }
  11232. }
  11233. return true;
  11234. };
  11235. /**
  11236. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11237. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11238. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11239. * and it is crucial that all callbacks will be executed.
  11240. * The order of the callbacks is kept, callbacks are not executed parallel.
  11241. *
  11242. * @param eventData The data to be sent to each callback
  11243. * @param mask is used to filter observers defaults to -1
  11244. * @param target defines the callback target (see EventState)
  11245. * @param currentTarget defines he current object in the bubbling phase
  11246. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11247. */
  11248. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11249. var _this = this;
  11250. if (mask === void 0) { mask = -1; }
  11251. // create an empty promise
  11252. var p = Promise.resolve(eventData);
  11253. // no observers? return this promise.
  11254. if (!this._observers.length) {
  11255. return p;
  11256. }
  11257. var state = this._eventState;
  11258. state.mask = mask;
  11259. state.target = target;
  11260. state.currentTarget = currentTarget;
  11261. state.skipNextObservers = false;
  11262. // execute one callback after another (not using Promise.all, the order is important)
  11263. this._observers.forEach(function (obs) {
  11264. if (state.skipNextObservers) {
  11265. return;
  11266. }
  11267. if (obs._willBeUnregistered) {
  11268. return;
  11269. }
  11270. if (obs.mask & mask) {
  11271. if (obs.scope) {
  11272. p = p.then(function (lastReturnedValue) {
  11273. state.lastReturnValue = lastReturnedValue;
  11274. return obs.callback.apply(obs.scope, [eventData, state]);
  11275. });
  11276. }
  11277. else {
  11278. p = p.then(function (lastReturnedValue) {
  11279. state.lastReturnValue = lastReturnedValue;
  11280. return obs.callback(eventData, state);
  11281. });
  11282. }
  11283. if (obs.unregisterOnNextCall) {
  11284. _this._deferUnregister(obs);
  11285. }
  11286. }
  11287. });
  11288. // return the eventData
  11289. return p.then(function () { return eventData; });
  11290. };
  11291. /**
  11292. * Notify a specific observer
  11293. * @param observer defines the observer to notify
  11294. * @param eventData defines the data to be sent to each callback
  11295. * @param mask is used to filter observers defaults to -1
  11296. */
  11297. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11298. if (mask === void 0) { mask = -1; }
  11299. var state = this._eventState;
  11300. state.mask = mask;
  11301. state.skipNextObservers = false;
  11302. observer.callback(eventData, state);
  11303. };
  11304. /**
  11305. * Gets a boolean indicating if the observable has at least one observer
  11306. * @returns true is the Observable has at least one Observer registered
  11307. */
  11308. Observable.prototype.hasObservers = function () {
  11309. return this._observers.length > 0;
  11310. };
  11311. /**
  11312. * Clear the list of observers
  11313. */
  11314. Observable.prototype.clear = function () {
  11315. this._observers = new Array();
  11316. this._onObserverAdded = null;
  11317. };
  11318. /**
  11319. * Clone the current observable
  11320. * @returns a new observable
  11321. */
  11322. Observable.prototype.clone = function () {
  11323. var result = new Observable();
  11324. result._observers = this._observers.slice(0);
  11325. return result;
  11326. };
  11327. /**
  11328. * Does this observable handles observer registered with a given mask
  11329. * @param mask defines the mask to be tested
  11330. * @return whether or not one observer registered with the given mask is handeled
  11331. **/
  11332. Observable.prototype.hasSpecificMask = function (mask) {
  11333. if (mask === void 0) { mask = -1; }
  11334. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11335. var obs = _a[_i];
  11336. if (obs.mask & mask || obs.mask === mask) {
  11337. return true;
  11338. }
  11339. }
  11340. return false;
  11341. };
  11342. return Observable;
  11343. }());
  11344. BABYLON.Observable = Observable;
  11345. })(BABYLON || (BABYLON = {}));
  11346. //# sourceMappingURL=babylon.observable.js.map
  11347. var BABYLON;
  11348. (function (BABYLON) {
  11349. /**
  11350. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11351. */
  11352. var SmartArray = /** @class */ (function () {
  11353. /**
  11354. * Instantiates a Smart Array.
  11355. * @param capacity defines the default capacity of the array.
  11356. */
  11357. function SmartArray(capacity) {
  11358. /**
  11359. * The active length of the array.
  11360. */
  11361. this.length = 0;
  11362. this.data = new Array(capacity);
  11363. this._id = SmartArray._GlobalId++;
  11364. }
  11365. /**
  11366. * Pushes a value at the end of the active data.
  11367. * @param value defines the object to push in the array.
  11368. */
  11369. SmartArray.prototype.push = function (value) {
  11370. this.data[this.length++] = value;
  11371. if (this.length > this.data.length) {
  11372. this.data.length *= 2;
  11373. }
  11374. };
  11375. /**
  11376. * Iterates over the active data and apply the lambda to them.
  11377. * @param func defines the action to apply on each value.
  11378. */
  11379. SmartArray.prototype.forEach = function (func) {
  11380. for (var index = 0; index < this.length; index++) {
  11381. func(this.data[index]);
  11382. }
  11383. };
  11384. /**
  11385. * Sorts the full sets of data.
  11386. * @param compareFn defines the comparison function to apply.
  11387. */
  11388. SmartArray.prototype.sort = function (compareFn) {
  11389. this.data.sort(compareFn);
  11390. };
  11391. /**
  11392. * Resets the active data to an empty array.
  11393. */
  11394. SmartArray.prototype.reset = function () {
  11395. this.length = 0;
  11396. };
  11397. /**
  11398. * Releases all the data from the array as well as the array.
  11399. */
  11400. SmartArray.prototype.dispose = function () {
  11401. this.reset();
  11402. if (this.data) {
  11403. this.data.length = 0;
  11404. this.data = [];
  11405. }
  11406. };
  11407. /**
  11408. * Concats the active data with a given array.
  11409. * @param array defines the data to concatenate with.
  11410. */
  11411. SmartArray.prototype.concat = function (array) {
  11412. if (array.length === 0) {
  11413. return;
  11414. }
  11415. if (this.length + array.length > this.data.length) {
  11416. this.data.length = (this.length + array.length) * 2;
  11417. }
  11418. for (var index = 0; index < array.length; index++) {
  11419. this.data[this.length++] = (array.data || array)[index];
  11420. }
  11421. };
  11422. /**
  11423. * Returns the position of a value in the active data.
  11424. * @param value defines the value to find the index for
  11425. * @returns the index if found in the active data otherwise -1
  11426. */
  11427. SmartArray.prototype.indexOf = function (value) {
  11428. var position = this.data.indexOf(value);
  11429. if (position >= this.length) {
  11430. return -1;
  11431. }
  11432. return position;
  11433. };
  11434. /**
  11435. * Returns whether an element is part of the active data.
  11436. * @param value defines the value to look for
  11437. * @returns true if found in the active data otherwise false
  11438. */
  11439. SmartArray.prototype.contains = function (value) {
  11440. return this.indexOf(value) !== -1;
  11441. };
  11442. // Statics
  11443. SmartArray._GlobalId = 0;
  11444. return SmartArray;
  11445. }());
  11446. BABYLON.SmartArray = SmartArray;
  11447. /**
  11448. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11449. * The data in this array can only be present once
  11450. */
  11451. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11452. __extends(SmartArrayNoDuplicate, _super);
  11453. function SmartArrayNoDuplicate() {
  11454. var _this = _super !== null && _super.apply(this, arguments) || this;
  11455. _this._duplicateId = 0;
  11456. return _this;
  11457. }
  11458. /**
  11459. * Pushes a value at the end of the active data.
  11460. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11461. * @param value defines the object to push in the array.
  11462. */
  11463. SmartArrayNoDuplicate.prototype.push = function (value) {
  11464. _super.prototype.push.call(this, value);
  11465. if (!value.__smartArrayFlags) {
  11466. value.__smartArrayFlags = {};
  11467. }
  11468. value.__smartArrayFlags[this._id] = this._duplicateId;
  11469. };
  11470. /**
  11471. * Pushes a value at the end of the active data.
  11472. * If the data is already present, it won t be added again
  11473. * @param value defines the object to push in the array.
  11474. * @returns true if added false if it was already present
  11475. */
  11476. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11477. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11478. return false;
  11479. }
  11480. this.push(value);
  11481. return true;
  11482. };
  11483. /**
  11484. * Resets the active data to an empty array.
  11485. */
  11486. SmartArrayNoDuplicate.prototype.reset = function () {
  11487. _super.prototype.reset.call(this);
  11488. this._duplicateId++;
  11489. };
  11490. /**
  11491. * Concats the active data with a given array.
  11492. * This ensures no dupplicate will be present in the result.
  11493. * @param array defines the data to concatenate with.
  11494. */
  11495. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11496. if (array.length === 0) {
  11497. return;
  11498. }
  11499. if (this.length + array.length > this.data.length) {
  11500. this.data.length = (this.length + array.length) * 2;
  11501. }
  11502. for (var index = 0; index < array.length; index++) {
  11503. var item = (array.data || array)[index];
  11504. this.pushNoDuplicate(item);
  11505. }
  11506. };
  11507. return SmartArrayNoDuplicate;
  11508. }(SmartArray));
  11509. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11510. })(BABYLON || (BABYLON = {}));
  11511. //# sourceMappingURL=babylon.smartArray.js.map
  11512. var BABYLON;
  11513. (function (BABYLON) {
  11514. var PromiseStates;
  11515. (function (PromiseStates) {
  11516. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11517. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11518. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11519. })(PromiseStates || (PromiseStates = {}));
  11520. var FulFillmentAgregator = /** @class */ (function () {
  11521. function FulFillmentAgregator() {
  11522. this.count = 0;
  11523. this.target = 0;
  11524. this.results = [];
  11525. }
  11526. return FulFillmentAgregator;
  11527. }());
  11528. var InternalPromise = /** @class */ (function () {
  11529. function InternalPromise(resolver) {
  11530. var _this = this;
  11531. this._state = PromiseStates.Pending;
  11532. this._children = new Array();
  11533. this._rejectWasConsumed = false;
  11534. if (!resolver) {
  11535. return;
  11536. }
  11537. try {
  11538. resolver(function (value) {
  11539. _this._resolve(value);
  11540. }, function (reason) {
  11541. _this._reject(reason);
  11542. });
  11543. }
  11544. catch (e) {
  11545. this._reject(e);
  11546. }
  11547. }
  11548. Object.defineProperty(InternalPromise.prototype, "_result", {
  11549. get: function () {
  11550. return this._resultValue;
  11551. },
  11552. set: function (value) {
  11553. this._resultValue = value;
  11554. if (this._parent && this._parent._result === undefined) {
  11555. this._parent._result = value;
  11556. }
  11557. },
  11558. enumerable: true,
  11559. configurable: true
  11560. });
  11561. InternalPromise.prototype.catch = function (onRejected) {
  11562. return this.then(undefined, onRejected);
  11563. };
  11564. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11565. var _this = this;
  11566. var newPromise = new InternalPromise();
  11567. newPromise._onFulfilled = onFulfilled;
  11568. newPromise._onRejected = onRejected;
  11569. // Composition
  11570. this._children.push(newPromise);
  11571. newPromise._parent = this;
  11572. if (this._state !== PromiseStates.Pending) {
  11573. BABYLON.Tools.SetImmediate(function () {
  11574. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11575. var returnedValue = newPromise._resolve(_this._result);
  11576. if (returnedValue !== undefined && returnedValue !== null) {
  11577. if (returnedValue._state !== undefined) {
  11578. var returnedPromise = returnedValue;
  11579. newPromise._children.push(returnedPromise);
  11580. returnedPromise._parent = newPromise;
  11581. newPromise = returnedPromise;
  11582. }
  11583. else {
  11584. newPromise._result = returnedValue;
  11585. }
  11586. }
  11587. }
  11588. else {
  11589. newPromise._reject(_this._reason);
  11590. }
  11591. });
  11592. }
  11593. return newPromise;
  11594. };
  11595. InternalPromise.prototype._moveChildren = function (children) {
  11596. var _this = this;
  11597. var _a;
  11598. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11599. this._children.forEach(function (child) {
  11600. child._parent = _this;
  11601. });
  11602. if (this._state === PromiseStates.Fulfilled) {
  11603. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11604. var child = _b[_i];
  11605. child._resolve(this._result);
  11606. }
  11607. }
  11608. else if (this._state === PromiseStates.Rejected) {
  11609. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11610. var child = _d[_c];
  11611. child._reject(this._reason);
  11612. }
  11613. }
  11614. };
  11615. InternalPromise.prototype._resolve = function (value) {
  11616. try {
  11617. this._state = PromiseStates.Fulfilled;
  11618. var returnedValue = null;
  11619. if (this._onFulfilled) {
  11620. returnedValue = this._onFulfilled(value);
  11621. }
  11622. if (returnedValue !== undefined && returnedValue !== null) {
  11623. if (returnedValue._state !== undefined) {
  11624. // Transmit children
  11625. var returnedPromise = returnedValue;
  11626. returnedPromise._parent = this;
  11627. returnedPromise._moveChildren(this._children);
  11628. value = returnedPromise._result;
  11629. }
  11630. else {
  11631. value = returnedValue;
  11632. }
  11633. }
  11634. this._result = value;
  11635. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11636. var child = _a[_i];
  11637. child._resolve(value);
  11638. }
  11639. this._children.length = 0;
  11640. delete this._onFulfilled;
  11641. delete this._onRejected;
  11642. }
  11643. catch (e) {
  11644. this._reject(e, true);
  11645. }
  11646. };
  11647. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11648. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11649. this._state = PromiseStates.Rejected;
  11650. this._reason = reason;
  11651. if (this._onRejected && !onLocalThrow) {
  11652. try {
  11653. this._onRejected(reason);
  11654. this._rejectWasConsumed = true;
  11655. }
  11656. catch (e) {
  11657. reason = e;
  11658. }
  11659. }
  11660. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11661. var child = _a[_i];
  11662. if (this._rejectWasConsumed) {
  11663. child._resolve(null);
  11664. }
  11665. else {
  11666. child._reject(reason);
  11667. }
  11668. }
  11669. this._children.length = 0;
  11670. delete this._onFulfilled;
  11671. delete this._onRejected;
  11672. };
  11673. InternalPromise.resolve = function (value) {
  11674. var newPromise = new InternalPromise();
  11675. newPromise._resolve(value);
  11676. return newPromise;
  11677. };
  11678. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11679. promise.then(function (value) {
  11680. agregator.results[index] = value;
  11681. agregator.count++;
  11682. if (agregator.count === agregator.target) {
  11683. agregator.rootPromise._resolve(agregator.results);
  11684. }
  11685. return null;
  11686. }, function (reason) {
  11687. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11688. agregator.rootPromise._reject(reason);
  11689. }
  11690. });
  11691. };
  11692. InternalPromise.all = function (promises) {
  11693. var newPromise = new InternalPromise();
  11694. var agregator = new FulFillmentAgregator();
  11695. agregator.target = promises.length;
  11696. agregator.rootPromise = newPromise;
  11697. if (promises.length) {
  11698. for (var index = 0; index < promises.length; index++) {
  11699. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11700. }
  11701. }
  11702. else {
  11703. newPromise._resolve([]);
  11704. }
  11705. return newPromise;
  11706. };
  11707. InternalPromise.race = function (promises) {
  11708. var newPromise = new InternalPromise();
  11709. if (promises.length) {
  11710. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11711. var promise = promises_1[_i];
  11712. promise.then(function (value) {
  11713. if (newPromise) {
  11714. newPromise._resolve(value);
  11715. newPromise = null;
  11716. }
  11717. return null;
  11718. }, function (reason) {
  11719. if (newPromise) {
  11720. newPromise._reject(reason);
  11721. newPromise = null;
  11722. }
  11723. });
  11724. }
  11725. }
  11726. return newPromise;
  11727. };
  11728. return InternalPromise;
  11729. }());
  11730. /**
  11731. * Helper class that provides a small promise polyfill
  11732. */
  11733. var PromisePolyfill = /** @class */ (function () {
  11734. function PromisePolyfill() {
  11735. }
  11736. /**
  11737. * Static function used to check if the polyfill is required
  11738. * If this is the case then the function will inject the polyfill to window.Promise
  11739. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11740. */
  11741. PromisePolyfill.Apply = function (force) {
  11742. if (force === void 0) { force = false; }
  11743. if (force || typeof Promise === 'undefined') {
  11744. var root = window;
  11745. root.Promise = InternalPromise;
  11746. }
  11747. };
  11748. return PromisePolyfill;
  11749. }());
  11750. BABYLON.PromisePolyfill = PromisePolyfill;
  11751. })(BABYLON || (BABYLON = {}));
  11752. //# sourceMappingURL=babylon.promise.js.map
  11753. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11754. var BABYLON;
  11755. (function (BABYLON) {
  11756. /**
  11757. * Helper class to push actions to a pool of workers.
  11758. */
  11759. var WorkerPool = /** @class */ (function () {
  11760. /**
  11761. * Constructor
  11762. * @param workers Array of workers to use for actions
  11763. */
  11764. function WorkerPool(workers) {
  11765. this._pendingActions = new Array();
  11766. this._workerInfos = workers.map(function (worker) { return ({
  11767. worker: worker,
  11768. active: false
  11769. }); });
  11770. }
  11771. /**
  11772. * Terminates all workers and clears any pending actions.
  11773. */
  11774. WorkerPool.prototype.dispose = function () {
  11775. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11776. var workerInfo = _a[_i];
  11777. workerInfo.worker.terminate();
  11778. }
  11779. delete this._workerInfos;
  11780. delete this._pendingActions;
  11781. };
  11782. /**
  11783. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11784. * pended until a worker has completed its action.
  11785. * @param action The action to perform. Call onComplete when the action is complete.
  11786. */
  11787. WorkerPool.prototype.push = function (action) {
  11788. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11789. var workerInfo = _a[_i];
  11790. if (!workerInfo.active) {
  11791. this._execute(workerInfo, action);
  11792. return;
  11793. }
  11794. }
  11795. this._pendingActions.push(action);
  11796. };
  11797. WorkerPool.prototype._execute = function (workerInfo, action) {
  11798. var _this = this;
  11799. workerInfo.active = true;
  11800. action(workerInfo.worker, function () {
  11801. workerInfo.active = false;
  11802. var nextAction = _this._pendingActions.shift();
  11803. if (nextAction) {
  11804. _this._execute(workerInfo, nextAction);
  11805. }
  11806. });
  11807. };
  11808. return WorkerPool;
  11809. }());
  11810. BABYLON.WorkerPool = WorkerPool;
  11811. })(BABYLON || (BABYLON = {}));
  11812. //# sourceMappingURL=babylon.workerPool.js.map
  11813. var BABYLON;
  11814. (function (BABYLON) {
  11815. /**
  11816. * @hidden
  11817. **/
  11818. var _AlphaState = /** @class */ (function () {
  11819. /**
  11820. * Initializes the state.
  11821. */
  11822. function _AlphaState() {
  11823. this._isAlphaBlendDirty = false;
  11824. this._isBlendFunctionParametersDirty = false;
  11825. this._isBlendEquationParametersDirty = false;
  11826. this._isBlendConstantsDirty = false;
  11827. this._alphaBlend = false;
  11828. this._blendFunctionParameters = new Array(4);
  11829. this._blendEquationParameters = new Array(2);
  11830. this._blendConstants = new Array(4);
  11831. this.reset();
  11832. }
  11833. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11834. get: function () {
  11835. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11836. },
  11837. enumerable: true,
  11838. configurable: true
  11839. });
  11840. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11841. get: function () {
  11842. return this._alphaBlend;
  11843. },
  11844. set: function (value) {
  11845. if (this._alphaBlend === value) {
  11846. return;
  11847. }
  11848. this._alphaBlend = value;
  11849. this._isAlphaBlendDirty = true;
  11850. },
  11851. enumerable: true,
  11852. configurable: true
  11853. });
  11854. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11855. if (this._blendConstants[0] === r &&
  11856. this._blendConstants[1] === g &&
  11857. this._blendConstants[2] === b &&
  11858. this._blendConstants[3] === a) {
  11859. return;
  11860. }
  11861. this._blendConstants[0] = r;
  11862. this._blendConstants[1] = g;
  11863. this._blendConstants[2] = b;
  11864. this._blendConstants[3] = a;
  11865. this._isBlendConstantsDirty = true;
  11866. };
  11867. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11868. if (this._blendFunctionParameters[0] === value0 &&
  11869. this._blendFunctionParameters[1] === value1 &&
  11870. this._blendFunctionParameters[2] === value2 &&
  11871. this._blendFunctionParameters[3] === value3) {
  11872. return;
  11873. }
  11874. this._blendFunctionParameters[0] = value0;
  11875. this._blendFunctionParameters[1] = value1;
  11876. this._blendFunctionParameters[2] = value2;
  11877. this._blendFunctionParameters[3] = value3;
  11878. this._isBlendFunctionParametersDirty = true;
  11879. };
  11880. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11881. if (this._blendEquationParameters[0] === rgb &&
  11882. this._blendEquationParameters[1] === alpha) {
  11883. return;
  11884. }
  11885. this._blendEquationParameters[0] = rgb;
  11886. this._blendEquationParameters[1] = alpha;
  11887. this._isBlendEquationParametersDirty = true;
  11888. };
  11889. _AlphaState.prototype.reset = function () {
  11890. this._alphaBlend = false;
  11891. this._blendFunctionParameters[0] = null;
  11892. this._blendFunctionParameters[1] = null;
  11893. this._blendFunctionParameters[2] = null;
  11894. this._blendFunctionParameters[3] = null;
  11895. this._blendEquationParameters[0] = null;
  11896. this._blendEquationParameters[1] = null;
  11897. this._blendConstants[0] = null;
  11898. this._blendConstants[1] = null;
  11899. this._blendConstants[2] = null;
  11900. this._blendConstants[3] = null;
  11901. this._isAlphaBlendDirty = true;
  11902. this._isBlendFunctionParametersDirty = false;
  11903. this._isBlendEquationParametersDirty = false;
  11904. this._isBlendConstantsDirty = false;
  11905. };
  11906. _AlphaState.prototype.apply = function (gl) {
  11907. if (!this.isDirty) {
  11908. return;
  11909. }
  11910. // Alpha blend
  11911. if (this._isAlphaBlendDirty) {
  11912. if (this._alphaBlend) {
  11913. gl.enable(gl.BLEND);
  11914. }
  11915. else {
  11916. gl.disable(gl.BLEND);
  11917. }
  11918. this._isAlphaBlendDirty = false;
  11919. }
  11920. // Alpha function
  11921. if (this._isBlendFunctionParametersDirty) {
  11922. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11923. this._isBlendFunctionParametersDirty = false;
  11924. }
  11925. // Alpha equation
  11926. if (this._isBlendEquationParametersDirty) {
  11927. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11928. this._isBlendEquationParametersDirty = false;
  11929. }
  11930. // Constants
  11931. if (this._isBlendConstantsDirty) {
  11932. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11933. this._isBlendConstantsDirty = false;
  11934. }
  11935. };
  11936. return _AlphaState;
  11937. }());
  11938. BABYLON._AlphaState = _AlphaState;
  11939. })(BABYLON || (BABYLON = {}));
  11940. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11941. var BABYLON;
  11942. (function (BABYLON) {
  11943. /**
  11944. * @hidden
  11945. **/
  11946. var _DepthCullingState = /** @class */ (function () {
  11947. /**
  11948. * Initializes the state.
  11949. */
  11950. function _DepthCullingState() {
  11951. this._isDepthTestDirty = false;
  11952. this._isDepthMaskDirty = false;
  11953. this._isDepthFuncDirty = false;
  11954. this._isCullFaceDirty = false;
  11955. this._isCullDirty = false;
  11956. this._isZOffsetDirty = false;
  11957. this._isFrontFaceDirty = false;
  11958. this.reset();
  11959. }
  11960. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11961. get: function () {
  11962. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11963. },
  11964. enumerable: true,
  11965. configurable: true
  11966. });
  11967. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11968. get: function () {
  11969. return this._zOffset;
  11970. },
  11971. set: function (value) {
  11972. if (this._zOffset === value) {
  11973. return;
  11974. }
  11975. this._zOffset = value;
  11976. this._isZOffsetDirty = true;
  11977. },
  11978. enumerable: true,
  11979. configurable: true
  11980. });
  11981. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11982. get: function () {
  11983. return this._cullFace;
  11984. },
  11985. set: function (value) {
  11986. if (this._cullFace === value) {
  11987. return;
  11988. }
  11989. this._cullFace = value;
  11990. this._isCullFaceDirty = true;
  11991. },
  11992. enumerable: true,
  11993. configurable: true
  11994. });
  11995. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11996. get: function () {
  11997. return this._cull;
  11998. },
  11999. set: function (value) {
  12000. if (this._cull === value) {
  12001. return;
  12002. }
  12003. this._cull = value;
  12004. this._isCullDirty = true;
  12005. },
  12006. enumerable: true,
  12007. configurable: true
  12008. });
  12009. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12010. get: function () {
  12011. return this._depthFunc;
  12012. },
  12013. set: function (value) {
  12014. if (this._depthFunc === value) {
  12015. return;
  12016. }
  12017. this._depthFunc = value;
  12018. this._isDepthFuncDirty = true;
  12019. },
  12020. enumerable: true,
  12021. configurable: true
  12022. });
  12023. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12024. get: function () {
  12025. return this._depthMask;
  12026. },
  12027. set: function (value) {
  12028. if (this._depthMask === value) {
  12029. return;
  12030. }
  12031. this._depthMask = value;
  12032. this._isDepthMaskDirty = true;
  12033. },
  12034. enumerable: true,
  12035. configurable: true
  12036. });
  12037. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12038. get: function () {
  12039. return this._depthTest;
  12040. },
  12041. set: function (value) {
  12042. if (this._depthTest === value) {
  12043. return;
  12044. }
  12045. this._depthTest = value;
  12046. this._isDepthTestDirty = true;
  12047. },
  12048. enumerable: true,
  12049. configurable: true
  12050. });
  12051. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12052. get: function () {
  12053. return this._frontFace;
  12054. },
  12055. set: function (value) {
  12056. if (this._frontFace === value) {
  12057. return;
  12058. }
  12059. this._frontFace = value;
  12060. this._isFrontFaceDirty = true;
  12061. },
  12062. enumerable: true,
  12063. configurable: true
  12064. });
  12065. _DepthCullingState.prototype.reset = function () {
  12066. this._depthMask = true;
  12067. this._depthTest = true;
  12068. this._depthFunc = null;
  12069. this._cullFace = null;
  12070. this._cull = null;
  12071. this._zOffset = 0;
  12072. this._frontFace = null;
  12073. this._isDepthTestDirty = true;
  12074. this._isDepthMaskDirty = true;
  12075. this._isDepthFuncDirty = false;
  12076. this._isCullFaceDirty = false;
  12077. this._isCullDirty = false;
  12078. this._isZOffsetDirty = false;
  12079. this._isFrontFaceDirty = false;
  12080. };
  12081. _DepthCullingState.prototype.apply = function (gl) {
  12082. if (!this.isDirty) {
  12083. return;
  12084. }
  12085. // Cull
  12086. if (this._isCullDirty) {
  12087. if (this.cull) {
  12088. gl.enable(gl.CULL_FACE);
  12089. }
  12090. else {
  12091. gl.disable(gl.CULL_FACE);
  12092. }
  12093. this._isCullDirty = false;
  12094. }
  12095. // Cull face
  12096. if (this._isCullFaceDirty) {
  12097. gl.cullFace(this.cullFace);
  12098. this._isCullFaceDirty = false;
  12099. }
  12100. // Depth mask
  12101. if (this._isDepthMaskDirty) {
  12102. gl.depthMask(this.depthMask);
  12103. this._isDepthMaskDirty = false;
  12104. }
  12105. // Depth test
  12106. if (this._isDepthTestDirty) {
  12107. if (this.depthTest) {
  12108. gl.enable(gl.DEPTH_TEST);
  12109. }
  12110. else {
  12111. gl.disable(gl.DEPTH_TEST);
  12112. }
  12113. this._isDepthTestDirty = false;
  12114. }
  12115. // Depth func
  12116. if (this._isDepthFuncDirty) {
  12117. gl.depthFunc(this.depthFunc);
  12118. this._isDepthFuncDirty = false;
  12119. }
  12120. // zOffset
  12121. if (this._isZOffsetDirty) {
  12122. if (this.zOffset) {
  12123. gl.enable(gl.POLYGON_OFFSET_FILL);
  12124. gl.polygonOffset(this.zOffset, 0);
  12125. }
  12126. else {
  12127. gl.disable(gl.POLYGON_OFFSET_FILL);
  12128. }
  12129. this._isZOffsetDirty = false;
  12130. }
  12131. // Front face
  12132. if (this._isFrontFaceDirty) {
  12133. gl.frontFace(this.frontFace);
  12134. this._isFrontFaceDirty = false;
  12135. }
  12136. };
  12137. return _DepthCullingState;
  12138. }());
  12139. BABYLON._DepthCullingState = _DepthCullingState;
  12140. })(BABYLON || (BABYLON = {}));
  12141. //# sourceMappingURL=babylon.depthCullingState.js.map
  12142. var BABYLON;
  12143. (function (BABYLON) {
  12144. /**
  12145. * @hidden
  12146. **/
  12147. var _StencilState = /** @class */ (function () {
  12148. function _StencilState() {
  12149. this._isStencilTestDirty = false;
  12150. this._isStencilMaskDirty = false;
  12151. this._isStencilFuncDirty = false;
  12152. this._isStencilOpDirty = false;
  12153. this.reset();
  12154. }
  12155. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12156. get: function () {
  12157. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12158. },
  12159. enumerable: true,
  12160. configurable: true
  12161. });
  12162. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12163. get: function () {
  12164. return this._stencilFunc;
  12165. },
  12166. set: function (value) {
  12167. if (this._stencilFunc === value) {
  12168. return;
  12169. }
  12170. this._stencilFunc = value;
  12171. this._isStencilFuncDirty = true;
  12172. },
  12173. enumerable: true,
  12174. configurable: true
  12175. });
  12176. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12177. get: function () {
  12178. return this._stencilFuncRef;
  12179. },
  12180. set: function (value) {
  12181. if (this._stencilFuncRef === value) {
  12182. return;
  12183. }
  12184. this._stencilFuncRef = value;
  12185. this._isStencilFuncDirty = true;
  12186. },
  12187. enumerable: true,
  12188. configurable: true
  12189. });
  12190. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12191. get: function () {
  12192. return this._stencilFuncMask;
  12193. },
  12194. set: function (value) {
  12195. if (this._stencilFuncMask === value) {
  12196. return;
  12197. }
  12198. this._stencilFuncMask = value;
  12199. this._isStencilFuncDirty = true;
  12200. },
  12201. enumerable: true,
  12202. configurable: true
  12203. });
  12204. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12205. get: function () {
  12206. return this._stencilOpStencilFail;
  12207. },
  12208. set: function (value) {
  12209. if (this._stencilOpStencilFail === value) {
  12210. return;
  12211. }
  12212. this._stencilOpStencilFail = value;
  12213. this._isStencilOpDirty = true;
  12214. },
  12215. enumerable: true,
  12216. configurable: true
  12217. });
  12218. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12219. get: function () {
  12220. return this._stencilOpDepthFail;
  12221. },
  12222. set: function (value) {
  12223. if (this._stencilOpDepthFail === value) {
  12224. return;
  12225. }
  12226. this._stencilOpDepthFail = value;
  12227. this._isStencilOpDirty = true;
  12228. },
  12229. enumerable: true,
  12230. configurable: true
  12231. });
  12232. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12233. get: function () {
  12234. return this._stencilOpStencilDepthPass;
  12235. },
  12236. set: function (value) {
  12237. if (this._stencilOpStencilDepthPass === value) {
  12238. return;
  12239. }
  12240. this._stencilOpStencilDepthPass = value;
  12241. this._isStencilOpDirty = true;
  12242. },
  12243. enumerable: true,
  12244. configurable: true
  12245. });
  12246. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12247. get: function () {
  12248. return this._stencilMask;
  12249. },
  12250. set: function (value) {
  12251. if (this._stencilMask === value) {
  12252. return;
  12253. }
  12254. this._stencilMask = value;
  12255. this._isStencilMaskDirty = true;
  12256. },
  12257. enumerable: true,
  12258. configurable: true
  12259. });
  12260. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12261. get: function () {
  12262. return this._stencilTest;
  12263. },
  12264. set: function (value) {
  12265. if (this._stencilTest === value) {
  12266. return;
  12267. }
  12268. this._stencilTest = value;
  12269. this._isStencilTestDirty = true;
  12270. },
  12271. enumerable: true,
  12272. configurable: true
  12273. });
  12274. _StencilState.prototype.reset = function () {
  12275. this._stencilTest = false;
  12276. this._stencilMask = 0xFF;
  12277. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12278. this._stencilFuncRef = 1;
  12279. this._stencilFuncMask = 0xFF;
  12280. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12281. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12282. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12283. this._isStencilTestDirty = true;
  12284. this._isStencilMaskDirty = true;
  12285. this._isStencilFuncDirty = true;
  12286. this._isStencilOpDirty = true;
  12287. };
  12288. _StencilState.prototype.apply = function (gl) {
  12289. if (!this.isDirty) {
  12290. return;
  12291. }
  12292. // Stencil test
  12293. if (this._isStencilTestDirty) {
  12294. if (this.stencilTest) {
  12295. gl.enable(gl.STENCIL_TEST);
  12296. }
  12297. else {
  12298. gl.disable(gl.STENCIL_TEST);
  12299. }
  12300. this._isStencilTestDirty = false;
  12301. }
  12302. // Stencil mask
  12303. if (this._isStencilMaskDirty) {
  12304. gl.stencilMask(this.stencilMask);
  12305. this._isStencilMaskDirty = false;
  12306. }
  12307. // Stencil func
  12308. if (this._isStencilFuncDirty) {
  12309. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12310. this._isStencilFuncDirty = false;
  12311. }
  12312. // Stencil op
  12313. if (this._isStencilOpDirty) {
  12314. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12315. this._isStencilOpDirty = false;
  12316. }
  12317. };
  12318. return _StencilState;
  12319. }());
  12320. BABYLON._StencilState = _StencilState;
  12321. })(BABYLON || (BABYLON = {}));
  12322. //# sourceMappingURL=babylon.stencilState.js.map
  12323. var __assign = (this && this.__assign) || function () {
  12324. __assign = Object.assign || function(t) {
  12325. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12326. s = arguments[i];
  12327. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12328. t[p] = s[p];
  12329. }
  12330. return t;
  12331. };
  12332. return __assign.apply(this, arguments);
  12333. };
  12334. var BABYLON;
  12335. (function (BABYLON) {
  12336. /**
  12337. * Keeps track of all the buffer info used in engine.
  12338. */
  12339. var BufferPointer = /** @class */ (function () {
  12340. function BufferPointer() {
  12341. }
  12342. return BufferPointer;
  12343. }());
  12344. /**
  12345. * Interface for attribute information associated with buffer instanciation
  12346. */
  12347. var InstancingAttributeInfo = /** @class */ (function () {
  12348. function InstancingAttributeInfo() {
  12349. }
  12350. return InstancingAttributeInfo;
  12351. }());
  12352. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12353. /**
  12354. * Define options used to create a render target texture
  12355. */
  12356. var RenderTargetCreationOptions = /** @class */ (function () {
  12357. function RenderTargetCreationOptions() {
  12358. }
  12359. return RenderTargetCreationOptions;
  12360. }());
  12361. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12362. /**
  12363. * Define options used to create a depth texture
  12364. */
  12365. var DepthTextureCreationOptions = /** @class */ (function () {
  12366. function DepthTextureCreationOptions() {
  12367. }
  12368. return DepthTextureCreationOptions;
  12369. }());
  12370. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12371. /**
  12372. * Class used to describe the capabilities of the engine relatively to the current browser
  12373. */
  12374. var EngineCapabilities = /** @class */ (function () {
  12375. function EngineCapabilities() {
  12376. }
  12377. return EngineCapabilities;
  12378. }());
  12379. BABYLON.EngineCapabilities = EngineCapabilities;
  12380. /**
  12381. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12382. */
  12383. var Engine = /** @class */ (function () {
  12384. /**
  12385. * Creates a new engine
  12386. * @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
  12387. * @param antialias defines enable antialiasing (default: false)
  12388. * @param options defines further options to be sent to the getContext() function
  12389. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12390. */
  12391. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12392. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12393. var _this = this;
  12394. // Public members
  12395. /**
  12396. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12397. */
  12398. this.forcePOTTextures = false;
  12399. /**
  12400. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12401. */
  12402. this.isFullscreen = false;
  12403. /**
  12404. * Gets a boolean indicating if the pointer is currently locked
  12405. */
  12406. this.isPointerLock = false;
  12407. /**
  12408. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12409. */
  12410. this.cullBackFaces = true;
  12411. /**
  12412. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12413. */
  12414. this.renderEvenInBackground = true;
  12415. /**
  12416. * Gets or sets a boolean indicating that cache can be kept between frames
  12417. */
  12418. this.preventCacheWipeBetweenFrames = false;
  12419. /**
  12420. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12421. **/
  12422. this.enableOfflineSupport = false;
  12423. /**
  12424. * 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)
  12425. **/
  12426. this.disableManifestCheck = false;
  12427. /**
  12428. * Gets the list of created scenes
  12429. */
  12430. this.scenes = new Array();
  12431. /**
  12432. * Event raised when a new scene is created
  12433. */
  12434. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12435. /**
  12436. * Gets the list of created postprocesses
  12437. */
  12438. this.postProcesses = new Array();
  12439. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12440. this.validateShaderPrograms = false;
  12441. // Observables
  12442. /**
  12443. * Observable event triggered each time the rendering canvas is resized
  12444. */
  12445. this.onResizeObservable = new BABYLON.Observable();
  12446. /**
  12447. * Observable event triggered each time the canvas loses focus
  12448. */
  12449. this.onCanvasBlurObservable = new BABYLON.Observable();
  12450. /**
  12451. * Observable event triggered each time the canvas gains focus
  12452. */
  12453. this.onCanvasFocusObservable = new BABYLON.Observable();
  12454. /**
  12455. * Observable event triggered each time the canvas receives pointerout event
  12456. */
  12457. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12458. /**
  12459. * Observable event triggered before each texture is initialized
  12460. */
  12461. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12462. //WebVR
  12463. this._vrDisplay = undefined;
  12464. this._vrSupported = false;
  12465. this._vrExclusivePointerMode = false;
  12466. // Uniform buffers list
  12467. /**
  12468. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12469. */
  12470. this.disableUniformBuffers = false;
  12471. /** @hidden */
  12472. this._uniformBuffers = new Array();
  12473. // Observables
  12474. /**
  12475. * Observable raised when the engine begins a new frame
  12476. */
  12477. this.onBeginFrameObservable = new BABYLON.Observable();
  12478. /**
  12479. * If set, will be used to request the next animation frame for the render loop
  12480. */
  12481. this.customAnimationFrameRequester = null;
  12482. /**
  12483. * Observable raised when the engine ends the current frame
  12484. */
  12485. this.onEndFrameObservable = new BABYLON.Observable();
  12486. /**
  12487. * Observable raised when the engine is about to compile a shader
  12488. */
  12489. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12490. /**
  12491. * Observable raised when the engine has jsut compiled a shader
  12492. */
  12493. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12494. this._windowIsBackground = false;
  12495. this._webGLVersion = 1.0;
  12496. /** @hidden */
  12497. this._badOS = false;
  12498. /** @hidden */
  12499. this._badDesktopOS = false;
  12500. /**
  12501. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12502. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12503. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12504. */
  12505. this.disableTextureBindingOptimization = false;
  12506. /**
  12507. * Observable signaled when VR display mode changes
  12508. */
  12509. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12510. /**
  12511. * Observable signaled when VR request present is complete
  12512. */
  12513. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12514. /**
  12515. * Observable signaled when VR request present starts
  12516. */
  12517. this.onVRRequestPresentStart = new BABYLON.Observable();
  12518. this._colorWrite = true;
  12519. /** @hidden */
  12520. this._drawCalls = new BABYLON.PerfCounter();
  12521. /** @hidden */
  12522. this._textureCollisions = new BABYLON.PerfCounter();
  12523. this._renderingQueueLaunched = false;
  12524. this._activeRenderLoops = new Array();
  12525. // Deterministic lockstepMaxSteps
  12526. this._deterministicLockstep = false;
  12527. this._lockstepMaxSteps = 4;
  12528. // Lost context
  12529. /**
  12530. * Observable signaled when a context lost event is raised
  12531. */
  12532. this.onContextLostObservable = new BABYLON.Observable();
  12533. /**
  12534. * Observable signaled when a context restored event is raised
  12535. */
  12536. this.onContextRestoredObservable = new BABYLON.Observable();
  12537. this._contextWasLost = false;
  12538. this._doNotHandleContextLost = false;
  12539. // FPS
  12540. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12541. this._fps = 60;
  12542. this._deltaTime = 0;
  12543. /**
  12544. * Turn this value on if you want to pause FPS computation when in background
  12545. */
  12546. this.disablePerformanceMonitorInBackground = false;
  12547. // States
  12548. /** @hidden */
  12549. this._depthCullingState = new BABYLON._DepthCullingState();
  12550. /** @hidden */
  12551. this._stencilState = new BABYLON._StencilState();
  12552. /** @hidden */
  12553. this._alphaState = new BABYLON._AlphaState();
  12554. /** @hidden */
  12555. this._alphaMode = Engine.ALPHA_DISABLE;
  12556. // Cache
  12557. this._internalTexturesCache = new Array();
  12558. /** @hidden */
  12559. this._activeChannel = 0;
  12560. this._currentTextureChannel = -1;
  12561. /** @hidden */
  12562. this._boundTexturesCache = {};
  12563. this._compiledEffects = {};
  12564. this._vertexAttribArraysEnabled = [];
  12565. this._uintIndicesCurrentlySet = false;
  12566. this._currentBoundBuffer = new Array();
  12567. /** @hidden */
  12568. this._currentFramebuffer = null;
  12569. this._currentBufferPointers = new Array();
  12570. this._currentInstanceLocations = new Array();
  12571. this._currentInstanceBuffers = new Array();
  12572. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12573. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12574. this._vaoRecordInProgress = false;
  12575. this._mustWipeVertexAttributes = false;
  12576. this._nextFreeTextureSlots = new Array();
  12577. this._maxSimultaneousTextures = 0;
  12578. this._activeRequests = new Array();
  12579. // Hardware supported Compressed Textures
  12580. this._texturesSupported = new Array();
  12581. /**
  12582. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12583. */
  12584. this.premultipliedAlpha = true;
  12585. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12586. this._onVRFullScreenTriggered = function () {
  12587. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12588. //get the old size before we change
  12589. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12590. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12591. //get the width and height, change the render size
  12592. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12593. _this.setHardwareScalingLevel(1);
  12594. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12595. }
  12596. else {
  12597. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12598. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12599. }
  12600. };
  12601. this._unpackFlipYCached = null;
  12602. /**
  12603. * In case you are sharing the context with other applications, it might
  12604. * be interested to not cache the unpack flip y state to ensure a consistent
  12605. * value would be set.
  12606. */
  12607. this.enableUnpackFlipYCached = true;
  12608. this._boundUniforms = {};
  12609. // Register promises
  12610. BABYLON.PromisePolyfill.Apply();
  12611. var canvas = null;
  12612. Engine.Instances.push(this);
  12613. if (!canvasOrContext) {
  12614. return;
  12615. }
  12616. options = options || {};
  12617. if (canvasOrContext.getContext) {
  12618. canvas = canvasOrContext;
  12619. this._renderingCanvas = canvas;
  12620. if (antialias != null) {
  12621. options.antialias = antialias;
  12622. }
  12623. if (options.deterministicLockstep === undefined) {
  12624. options.deterministicLockstep = false;
  12625. }
  12626. if (options.lockstepMaxSteps === undefined) {
  12627. options.lockstepMaxSteps = 4;
  12628. }
  12629. if (options.preserveDrawingBuffer === undefined) {
  12630. options.preserveDrawingBuffer = false;
  12631. }
  12632. if (options.audioEngine === undefined) {
  12633. options.audioEngine = true;
  12634. }
  12635. if (options.stencil === undefined) {
  12636. options.stencil = true;
  12637. }
  12638. if (options.premultipliedAlpha === false) {
  12639. this.premultipliedAlpha = false;
  12640. }
  12641. this._deterministicLockstep = options.deterministicLockstep;
  12642. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12643. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12644. // Exceptions
  12645. if (navigator && navigator.userAgent) {
  12646. var ua = navigator.userAgent;
  12647. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12648. var exception = _a[_i];
  12649. var key = exception.key;
  12650. var targets = exception.targets;
  12651. if (ua.indexOf(key) > -1) {
  12652. if (exception.capture && exception.captureConstraint) {
  12653. var capture = exception.capture;
  12654. var constraint = exception.captureConstraint;
  12655. var regex = new RegExp(capture);
  12656. var matches = regex.exec(ua);
  12657. if (matches && matches.length > 0) {
  12658. var capturedValue = parseInt(matches[matches.length - 1]);
  12659. if (capturedValue >= constraint) {
  12660. continue;
  12661. }
  12662. }
  12663. }
  12664. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12665. var target = targets_1[_b];
  12666. switch (target) {
  12667. case "uniformBuffer":
  12668. this.disableUniformBuffers = true;
  12669. break;
  12670. case "textureBindingOptimization":
  12671. this.disableTextureBindingOptimization = true;
  12672. break;
  12673. }
  12674. }
  12675. }
  12676. }
  12677. }
  12678. // GL
  12679. if (!options.disableWebGL2Support) {
  12680. try {
  12681. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12682. if (this._gl) {
  12683. this._webGLVersion = 2.0;
  12684. // Prevent weird browsers to lie :-)
  12685. if (!this._gl.deleteQuery) {
  12686. this._webGLVersion = 1.0;
  12687. }
  12688. }
  12689. }
  12690. catch (e) {
  12691. // Do nothing
  12692. }
  12693. }
  12694. if (!this._gl) {
  12695. if (!canvas) {
  12696. throw new Error("The provided canvas is null or undefined.");
  12697. }
  12698. try {
  12699. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12700. }
  12701. catch (e) {
  12702. throw new Error("WebGL not supported");
  12703. }
  12704. }
  12705. if (!this._gl) {
  12706. throw new Error("WebGL not supported");
  12707. }
  12708. this._onCanvasFocus = function () {
  12709. _this.onCanvasFocusObservable.notifyObservers(_this);
  12710. };
  12711. this._onCanvasBlur = function () {
  12712. _this.onCanvasBlurObservable.notifyObservers(_this);
  12713. };
  12714. canvas.addEventListener("focus", this._onCanvasFocus);
  12715. canvas.addEventListener("blur", this._onCanvasBlur);
  12716. this._onBlur = function () {
  12717. if (_this.disablePerformanceMonitorInBackground) {
  12718. _this._performanceMonitor.disable();
  12719. }
  12720. _this._windowIsBackground = true;
  12721. };
  12722. this._onFocus = function () {
  12723. if (_this.disablePerformanceMonitorInBackground) {
  12724. _this._performanceMonitor.enable();
  12725. }
  12726. _this._windowIsBackground = false;
  12727. };
  12728. this._onCanvasPointerOut = function (ev) {
  12729. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12730. };
  12731. if (BABYLON.Tools.IsWindowObjectExist()) {
  12732. window.addEventListener("blur", this._onBlur);
  12733. window.addEventListener("focus", this._onFocus);
  12734. }
  12735. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12736. // Context lost
  12737. if (!this._doNotHandleContextLost) {
  12738. this._onContextLost = function (evt) {
  12739. evt.preventDefault();
  12740. _this._contextWasLost = true;
  12741. BABYLON.Tools.Warn("WebGL context lost.");
  12742. _this.onContextLostObservable.notifyObservers(_this);
  12743. };
  12744. this._onContextRestored = function (evt) {
  12745. // Adding a timeout to avoid race condition at browser level
  12746. setTimeout(function () {
  12747. // Rebuild gl context
  12748. _this._initGLContext();
  12749. // Rebuild effects
  12750. _this._rebuildEffects();
  12751. // Rebuild textures
  12752. _this._rebuildInternalTextures();
  12753. // Rebuild buffers
  12754. _this._rebuildBuffers();
  12755. // Cache
  12756. _this.wipeCaches(true);
  12757. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12758. _this.onContextRestoredObservable.notifyObservers(_this);
  12759. _this._contextWasLost = false;
  12760. }, 0);
  12761. };
  12762. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12763. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12764. }
  12765. }
  12766. else {
  12767. this._gl = canvasOrContext;
  12768. this._renderingCanvas = this._gl.canvas;
  12769. if (this._gl.renderbufferStorageMultisample) {
  12770. this._webGLVersion = 2.0;
  12771. }
  12772. var attributes = this._gl.getContextAttributes();
  12773. if (attributes) {
  12774. options.stencil = attributes.stencil;
  12775. }
  12776. }
  12777. // Viewport
  12778. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12779. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12780. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12781. this.resize();
  12782. this._isStencilEnable = options.stencil ? true : false;
  12783. this._initGLContext();
  12784. if (canvas) {
  12785. // Fullscreen
  12786. this._onFullscreenChange = function () {
  12787. if (document.fullscreen !== undefined) {
  12788. _this.isFullscreen = document.fullscreen;
  12789. }
  12790. else if (document.mozFullScreen !== undefined) {
  12791. _this.isFullscreen = document.mozFullScreen;
  12792. }
  12793. else if (document.webkitIsFullScreen !== undefined) {
  12794. _this.isFullscreen = document.webkitIsFullScreen;
  12795. }
  12796. else if (document.msIsFullScreen !== undefined) {
  12797. _this.isFullscreen = document.msIsFullScreen;
  12798. }
  12799. // Pointer lock
  12800. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12801. canvas.requestPointerLock = canvas.requestPointerLock ||
  12802. canvas.msRequestPointerLock ||
  12803. canvas.mozRequestPointerLock ||
  12804. canvas.webkitRequestPointerLock;
  12805. if (canvas.requestPointerLock) {
  12806. canvas.requestPointerLock();
  12807. }
  12808. }
  12809. };
  12810. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12811. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12812. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12813. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12814. // Pointer lock
  12815. this._onPointerLockChange = function () {
  12816. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12817. document.webkitPointerLockElement === canvas ||
  12818. document.msPointerLockElement === canvas ||
  12819. document.pointerLockElement === canvas);
  12820. };
  12821. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12822. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12823. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12824. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12825. this._onVRDisplayPointerRestricted = function () {
  12826. if (canvas) {
  12827. canvas.requestPointerLock();
  12828. }
  12829. };
  12830. this._onVRDisplayPointerUnrestricted = function () {
  12831. document.exitPointerLock();
  12832. };
  12833. if (BABYLON.Tools.IsWindowObjectExist()) {
  12834. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12835. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12836. }
  12837. }
  12838. // Create Audio Engine if needed.
  12839. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12840. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12841. }
  12842. // Prepare buffer pointers
  12843. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12844. this._currentBufferPointers[i] = new BufferPointer();
  12845. }
  12846. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12847. // Load WebVR Devices
  12848. if (options.autoEnableWebVR) {
  12849. this.initWebVR();
  12850. }
  12851. // Detect if we are running on a faulty buggy OS.
  12852. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12853. // Detect if we are running on a faulty buggy desktop OS.
  12854. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12855. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12856. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12857. }
  12858. Object.defineProperty(Engine, "LastCreatedEngine", {
  12859. /**
  12860. * Gets the latest created engine
  12861. */
  12862. get: function () {
  12863. if (Engine.Instances.length === 0) {
  12864. return null;
  12865. }
  12866. return Engine.Instances[Engine.Instances.length - 1];
  12867. },
  12868. enumerable: true,
  12869. configurable: true
  12870. });
  12871. Object.defineProperty(Engine, "LastCreatedScene", {
  12872. /**
  12873. * Gets the latest created scene
  12874. */
  12875. get: function () {
  12876. var lastCreatedEngine = Engine.LastCreatedEngine;
  12877. if (!lastCreatedEngine) {
  12878. return null;
  12879. }
  12880. if (lastCreatedEngine.scenes.length === 0) {
  12881. return null;
  12882. }
  12883. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12884. },
  12885. enumerable: true,
  12886. configurable: true
  12887. });
  12888. /**
  12889. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12890. * @param flag defines which part of the materials must be marked as dirty
  12891. * @param predicate defines a predicate used to filter which materials should be affected
  12892. */
  12893. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12894. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12895. var engine = Engine.Instances[engineIndex];
  12896. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12897. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12898. }
  12899. }
  12900. };
  12901. Object.defineProperty(Engine, "Version", {
  12902. /**
  12903. * Returns the current version of the framework
  12904. */
  12905. get: function () {
  12906. return "4.0.0-alpha.10";
  12907. },
  12908. enumerable: true,
  12909. configurable: true
  12910. });
  12911. Object.defineProperty(Engine.prototype, "description", {
  12912. /**
  12913. * Returns a string describing the current engine
  12914. */
  12915. get: function () {
  12916. var description = "WebGL" + this.webGLVersion;
  12917. if (this._caps.parallelShaderCompile) {
  12918. description += " - Parallel shader compilation";
  12919. }
  12920. return description;
  12921. },
  12922. enumerable: true,
  12923. configurable: true
  12924. });
  12925. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12926. /**
  12927. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12928. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12929. */
  12930. get: function () {
  12931. return this._vrExclusivePointerMode;
  12932. },
  12933. enumerable: true,
  12934. configurable: true
  12935. });
  12936. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12937. /**
  12938. * Gets a boolean indicating that the engine supports uniform buffers
  12939. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12940. */
  12941. get: function () {
  12942. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12943. },
  12944. enumerable: true,
  12945. configurable: true
  12946. });
  12947. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12948. /**
  12949. * Gets a boolean indicating that only power of 2 textures are supported
  12950. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12951. */
  12952. get: function () {
  12953. return this._webGLVersion < 2 || this.forcePOTTextures;
  12954. },
  12955. enumerable: true,
  12956. configurable: true
  12957. });
  12958. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12959. /**
  12960. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12961. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12962. */
  12963. get: function () {
  12964. return this._doNotHandleContextLost;
  12965. },
  12966. set: function (value) {
  12967. this._doNotHandleContextLost = value;
  12968. },
  12969. enumerable: true,
  12970. configurable: true
  12971. });
  12972. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12973. /**
  12974. * Gets the performance monitor attached to this engine
  12975. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12976. */
  12977. get: function () {
  12978. return this._performanceMonitor;
  12979. },
  12980. enumerable: true,
  12981. configurable: true
  12982. });
  12983. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12984. /**
  12985. * Gets the list of texture formats supported
  12986. */
  12987. get: function () {
  12988. return this._texturesSupported;
  12989. },
  12990. enumerable: true,
  12991. configurable: true
  12992. });
  12993. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12994. /**
  12995. * Gets the list of texture formats in use
  12996. */
  12997. get: function () {
  12998. return this._textureFormatInUse;
  12999. },
  13000. enumerable: true,
  13001. configurable: true
  13002. });
  13003. Object.defineProperty(Engine.prototype, "currentViewport", {
  13004. /**
  13005. * Gets the current viewport
  13006. */
  13007. get: function () {
  13008. return this._cachedViewport;
  13009. },
  13010. enumerable: true,
  13011. configurable: true
  13012. });
  13013. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13014. /**
  13015. * Gets the default empty texture
  13016. */
  13017. get: function () {
  13018. if (!this._emptyTexture) {
  13019. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13020. }
  13021. return this._emptyTexture;
  13022. },
  13023. enumerable: true,
  13024. configurable: true
  13025. });
  13026. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13027. /**
  13028. * Gets the default empty 3D texture
  13029. */
  13030. get: function () {
  13031. if (!this._emptyTexture3D) {
  13032. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13033. }
  13034. return this._emptyTexture3D;
  13035. },
  13036. enumerable: true,
  13037. configurable: true
  13038. });
  13039. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13040. /**
  13041. * Gets the default empty cube texture
  13042. */
  13043. get: function () {
  13044. if (!this._emptyCubeTexture) {
  13045. var faceData = new Uint8Array(4);
  13046. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13047. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13048. }
  13049. return this._emptyCubeTexture;
  13050. },
  13051. enumerable: true,
  13052. configurable: true
  13053. });
  13054. Engine.prototype._rebuildInternalTextures = function () {
  13055. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13056. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13057. var internalTexture = currentState_1[_i];
  13058. internalTexture._rebuild();
  13059. }
  13060. };
  13061. Engine.prototype._rebuildEffects = function () {
  13062. for (var key in this._compiledEffects) {
  13063. var effect = this._compiledEffects[key];
  13064. effect._prepareEffect();
  13065. }
  13066. BABYLON.Effect.ResetCache();
  13067. };
  13068. /**
  13069. * Gets a boolean indicating if all created effects are ready
  13070. * @returns true if all effects are ready
  13071. */
  13072. Engine.prototype.areAllEffectsReady = function () {
  13073. for (var key in this._compiledEffects) {
  13074. var effect = this._compiledEffects[key];
  13075. if (!effect.isReady()) {
  13076. return false;
  13077. }
  13078. }
  13079. return true;
  13080. };
  13081. Engine.prototype._rebuildBuffers = function () {
  13082. // Index / Vertex
  13083. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13084. var scene = _a[_i];
  13085. scene.resetCachedMaterial();
  13086. scene._rebuildGeometries();
  13087. scene._rebuildTextures();
  13088. }
  13089. // Uniforms
  13090. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13091. var uniformBuffer = _c[_b];
  13092. uniformBuffer._rebuild();
  13093. }
  13094. };
  13095. Engine.prototype._initGLContext = function () {
  13096. // Caps
  13097. this._caps = new EngineCapabilities();
  13098. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13099. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13100. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13101. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13102. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13103. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13104. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13105. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13106. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13107. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13108. // Infos
  13109. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13110. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13111. if (rendererInfo != null) {
  13112. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13113. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13114. }
  13115. if (!this._glVendor) {
  13116. this._glVendor = "Unknown vendor";
  13117. }
  13118. if (!this._glRenderer) {
  13119. this._glRenderer = "Unknown renderer";
  13120. }
  13121. // Constants
  13122. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13123. if (this._gl.RGBA16F !== 0x881A) {
  13124. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13125. }
  13126. if (this._gl.RGBA32F !== 0x8814) {
  13127. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13128. }
  13129. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13130. this._gl.DEPTH24_STENCIL8 = 35056;
  13131. }
  13132. // Extensions
  13133. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13134. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13135. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13136. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13137. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13138. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13139. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13140. 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');
  13141. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13142. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13143. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13144. this._caps.highPrecisionShaderSupported = false;
  13145. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13146. if (this._caps.timerQuery) {
  13147. if (this._webGLVersion === 1) {
  13148. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13149. }
  13150. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13151. }
  13152. // Checks if some of the format renders first to allow the use of webgl inspector.
  13153. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13154. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13155. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13156. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13157. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13158. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13159. if (this._webGLVersion > 1) {
  13160. this._gl.HALF_FLOAT_OES = 0x140B;
  13161. }
  13162. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13163. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13164. // Draw buffers
  13165. if (this._webGLVersion > 1) {
  13166. this._caps.drawBuffersExtension = true;
  13167. }
  13168. else {
  13169. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13170. if (drawBuffersExtension !== null) {
  13171. this._caps.drawBuffersExtension = true;
  13172. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13173. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13174. for (var i = 0; i < 16; i++) {
  13175. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13176. }
  13177. }
  13178. else {
  13179. this._caps.drawBuffersExtension = false;
  13180. }
  13181. }
  13182. // Shader compiler threads
  13183. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13184. if (this._caps.parallelShaderCompile) {
  13185. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13186. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13187. }
  13188. // Depth Texture
  13189. if (this._webGLVersion > 1) {
  13190. this._caps.depthTextureExtension = true;
  13191. }
  13192. else {
  13193. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13194. if (depthTextureExtension != null) {
  13195. this._caps.depthTextureExtension = true;
  13196. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13197. }
  13198. }
  13199. // Vertex array object
  13200. if (this._webGLVersion > 1) {
  13201. this._caps.vertexArrayObject = true;
  13202. }
  13203. else {
  13204. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13205. if (vertexArrayObjectExtension != null) {
  13206. this._caps.vertexArrayObject = true;
  13207. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13208. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13209. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13210. }
  13211. else {
  13212. this._caps.vertexArrayObject = false;
  13213. }
  13214. }
  13215. // Instances count
  13216. if (this._webGLVersion > 1) {
  13217. this._caps.instancedArrays = true;
  13218. }
  13219. else {
  13220. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13221. if (instanceExtension != null) {
  13222. this._caps.instancedArrays = true;
  13223. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13224. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13225. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13226. }
  13227. else {
  13228. this._caps.instancedArrays = false;
  13229. }
  13230. }
  13231. // Intelligently add supported compressed formats in order to check for.
  13232. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13233. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13234. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13235. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13236. if (this._caps.astc) {
  13237. this.texturesSupported.push('-astc.ktx');
  13238. }
  13239. if (this._caps.s3tc) {
  13240. this.texturesSupported.push('-dxt.ktx');
  13241. }
  13242. if (this._caps.pvrtc) {
  13243. this.texturesSupported.push('-pvrtc.ktx');
  13244. }
  13245. if (this._caps.etc2) {
  13246. this.texturesSupported.push('-etc2.ktx');
  13247. }
  13248. if (this._caps.etc1) {
  13249. this.texturesSupported.push('-etc1.ktx');
  13250. }
  13251. if (this._gl.getShaderPrecisionFormat) {
  13252. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13253. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13254. if (vertex_highp && fragment_highp) {
  13255. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13256. }
  13257. }
  13258. // Depth buffer
  13259. this.setDepthBuffer(true);
  13260. this.setDepthFunctionToLessOrEqual();
  13261. this.setDepthWrite(true);
  13262. // Texture maps
  13263. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13264. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13265. this._nextFreeTextureSlots.push(slot);
  13266. }
  13267. };
  13268. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13269. /**
  13270. * Gets version of the current webGL context
  13271. */
  13272. get: function () {
  13273. return this._webGLVersion;
  13274. },
  13275. enumerable: true,
  13276. configurable: true
  13277. });
  13278. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13279. /**
  13280. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13281. */
  13282. get: function () {
  13283. return this._isStencilEnable;
  13284. },
  13285. enumerable: true,
  13286. configurable: true
  13287. });
  13288. Engine.prototype._prepareWorkingCanvas = function () {
  13289. if (this._workingCanvas) {
  13290. return;
  13291. }
  13292. this._workingCanvas = document.createElement("canvas");
  13293. var context = this._workingCanvas.getContext("2d");
  13294. if (context) {
  13295. this._workingContext = context;
  13296. }
  13297. };
  13298. /**
  13299. * Reset the texture cache to empty state
  13300. */
  13301. Engine.prototype.resetTextureCache = function () {
  13302. for (var key in this._boundTexturesCache) {
  13303. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13304. continue;
  13305. }
  13306. var boundTexture = this._boundTexturesCache[key];
  13307. if (boundTexture) {
  13308. this._removeDesignatedSlot(boundTexture);
  13309. }
  13310. this._boundTexturesCache[key] = null;
  13311. }
  13312. if (!this.disableTextureBindingOptimization) {
  13313. this._nextFreeTextureSlots = [];
  13314. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13315. this._nextFreeTextureSlots.push(slot);
  13316. }
  13317. }
  13318. this._currentTextureChannel = -1;
  13319. };
  13320. /**
  13321. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13322. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13323. * @returns true if engine is in deterministic lock step mode
  13324. */
  13325. Engine.prototype.isDeterministicLockStep = function () {
  13326. return this._deterministicLockstep;
  13327. };
  13328. /**
  13329. * Gets the max steps when engine is running in deterministic lock step
  13330. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13331. * @returns the max steps
  13332. */
  13333. Engine.prototype.getLockstepMaxSteps = function () {
  13334. return this._lockstepMaxSteps;
  13335. };
  13336. /**
  13337. * Gets an object containing information about the current webGL context
  13338. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13339. */
  13340. Engine.prototype.getGlInfo = function () {
  13341. return {
  13342. vendor: this._glVendor,
  13343. renderer: this._glRenderer,
  13344. version: this._glVersion
  13345. };
  13346. };
  13347. /**
  13348. * Gets current aspect ratio
  13349. * @param camera defines the camera to use to get the aspect ratio
  13350. * @param useScreen defines if screen size must be used (or the current render target if any)
  13351. * @returns a number defining the aspect ratio
  13352. */
  13353. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13354. if (useScreen === void 0) { useScreen = false; }
  13355. var viewport = camera.viewport;
  13356. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13357. };
  13358. /**
  13359. * Gets current screen aspect ratio
  13360. * @returns a number defining the aspect ratio
  13361. */
  13362. Engine.prototype.getScreenAspectRatio = function () {
  13363. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13364. };
  13365. /**
  13366. * Gets the current render width
  13367. * @param useScreen defines if screen size must be used (or the current render target if any)
  13368. * @returns a number defining the current render width
  13369. */
  13370. Engine.prototype.getRenderWidth = function (useScreen) {
  13371. if (useScreen === void 0) { useScreen = false; }
  13372. if (!useScreen && this._currentRenderTarget) {
  13373. return this._currentRenderTarget.width;
  13374. }
  13375. return this._gl.drawingBufferWidth;
  13376. };
  13377. /**
  13378. * Gets the current render height
  13379. * @param useScreen defines if screen size must be used (or the current render target if any)
  13380. * @returns a number defining the current render height
  13381. */
  13382. Engine.prototype.getRenderHeight = function (useScreen) {
  13383. if (useScreen === void 0) { useScreen = false; }
  13384. if (!useScreen && this._currentRenderTarget) {
  13385. return this._currentRenderTarget.height;
  13386. }
  13387. return this._gl.drawingBufferHeight;
  13388. };
  13389. /**
  13390. * Gets the HTML canvas attached with the current webGL context
  13391. * @returns a HTML canvas
  13392. */
  13393. Engine.prototype.getRenderingCanvas = function () {
  13394. return this._renderingCanvas;
  13395. };
  13396. /**
  13397. * Gets the client rect of the HTML canvas attached with the current webGL context
  13398. * @returns a client rectanglee
  13399. */
  13400. Engine.prototype.getRenderingCanvasClientRect = function () {
  13401. if (!this._renderingCanvas) {
  13402. return null;
  13403. }
  13404. return this._renderingCanvas.getBoundingClientRect();
  13405. };
  13406. /**
  13407. * Defines the hardware scaling level.
  13408. * By default the hardware scaling level is computed from the window device ratio.
  13409. * 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.
  13410. * @param level defines the level to use
  13411. */
  13412. Engine.prototype.setHardwareScalingLevel = function (level) {
  13413. this._hardwareScalingLevel = level;
  13414. this.resize();
  13415. };
  13416. /**
  13417. * Gets the current hardware scaling level.
  13418. * By default the hardware scaling level is computed from the window device ratio.
  13419. * 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.
  13420. * @returns a number indicating the current hardware scaling level
  13421. */
  13422. Engine.prototype.getHardwareScalingLevel = function () {
  13423. return this._hardwareScalingLevel;
  13424. };
  13425. /**
  13426. * Gets the list of loaded textures
  13427. * @returns an array containing all loaded textures
  13428. */
  13429. Engine.prototype.getLoadedTexturesCache = function () {
  13430. return this._internalTexturesCache;
  13431. };
  13432. /**
  13433. * Gets the object containing all engine capabilities
  13434. * @returns the EngineCapabilities object
  13435. */
  13436. Engine.prototype.getCaps = function () {
  13437. return this._caps;
  13438. };
  13439. /**
  13440. * Gets the current depth function
  13441. * @returns a number defining the depth function
  13442. */
  13443. Engine.prototype.getDepthFunction = function () {
  13444. return this._depthCullingState.depthFunc;
  13445. };
  13446. /**
  13447. * Sets the current depth function
  13448. * @param depthFunc defines the function to use
  13449. */
  13450. Engine.prototype.setDepthFunction = function (depthFunc) {
  13451. this._depthCullingState.depthFunc = depthFunc;
  13452. };
  13453. /**
  13454. * Sets the current depth function to GREATER
  13455. */
  13456. Engine.prototype.setDepthFunctionToGreater = function () {
  13457. this._depthCullingState.depthFunc = this._gl.GREATER;
  13458. };
  13459. /**
  13460. * Sets the current depth function to GEQUAL
  13461. */
  13462. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13463. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13464. };
  13465. /**
  13466. * Sets the current depth function to LESS
  13467. */
  13468. Engine.prototype.setDepthFunctionToLess = function () {
  13469. this._depthCullingState.depthFunc = this._gl.LESS;
  13470. };
  13471. /**
  13472. * Sets the current depth function to LEQUAL
  13473. */
  13474. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13475. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13476. };
  13477. /**
  13478. * Gets a boolean indicating if stencil buffer is enabled
  13479. * @returns the current stencil buffer state
  13480. */
  13481. Engine.prototype.getStencilBuffer = function () {
  13482. return this._stencilState.stencilTest;
  13483. };
  13484. /**
  13485. * Enable or disable the stencil buffer
  13486. * @param enable defines if the stencil buffer must be enabled or disabled
  13487. */
  13488. Engine.prototype.setStencilBuffer = function (enable) {
  13489. this._stencilState.stencilTest = enable;
  13490. };
  13491. /**
  13492. * Gets the current stencil mask
  13493. * @returns a number defining the new stencil mask to use
  13494. */
  13495. Engine.prototype.getStencilMask = function () {
  13496. return this._stencilState.stencilMask;
  13497. };
  13498. /**
  13499. * Sets the current stencil mask
  13500. * @param mask defines the new stencil mask to use
  13501. */
  13502. Engine.prototype.setStencilMask = function (mask) {
  13503. this._stencilState.stencilMask = mask;
  13504. };
  13505. /**
  13506. * Gets the current stencil function
  13507. * @returns a number defining the stencil function to use
  13508. */
  13509. Engine.prototype.getStencilFunction = function () {
  13510. return this._stencilState.stencilFunc;
  13511. };
  13512. /**
  13513. * Gets the current stencil reference value
  13514. * @returns a number defining the stencil reference value to use
  13515. */
  13516. Engine.prototype.getStencilFunctionReference = function () {
  13517. return this._stencilState.stencilFuncRef;
  13518. };
  13519. /**
  13520. * Gets the current stencil mask
  13521. * @returns a number defining the stencil mask to use
  13522. */
  13523. Engine.prototype.getStencilFunctionMask = function () {
  13524. return this._stencilState.stencilFuncMask;
  13525. };
  13526. /**
  13527. * Sets the current stencil function
  13528. * @param stencilFunc defines the new stencil function to use
  13529. */
  13530. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13531. this._stencilState.stencilFunc = stencilFunc;
  13532. };
  13533. /**
  13534. * Sets the current stencil reference
  13535. * @param reference defines the new stencil reference to use
  13536. */
  13537. Engine.prototype.setStencilFunctionReference = function (reference) {
  13538. this._stencilState.stencilFuncRef = reference;
  13539. };
  13540. /**
  13541. * Sets the current stencil mask
  13542. * @param mask defines the new stencil mask to use
  13543. */
  13544. Engine.prototype.setStencilFunctionMask = function (mask) {
  13545. this._stencilState.stencilFuncMask = mask;
  13546. };
  13547. /**
  13548. * Gets the current stencil operation when stencil fails
  13549. * @returns a number defining stencil operation to use when stencil fails
  13550. */
  13551. Engine.prototype.getStencilOperationFail = function () {
  13552. return this._stencilState.stencilOpStencilFail;
  13553. };
  13554. /**
  13555. * Gets the current stencil operation when depth fails
  13556. * @returns a number defining stencil operation to use when depth fails
  13557. */
  13558. Engine.prototype.getStencilOperationDepthFail = function () {
  13559. return this._stencilState.stencilOpDepthFail;
  13560. };
  13561. /**
  13562. * Gets the current stencil operation when stencil passes
  13563. * @returns a number defining stencil operation to use when stencil passes
  13564. */
  13565. Engine.prototype.getStencilOperationPass = function () {
  13566. return this._stencilState.stencilOpStencilDepthPass;
  13567. };
  13568. /**
  13569. * Sets the stencil operation to use when stencil fails
  13570. * @param operation defines the stencil operation to use when stencil fails
  13571. */
  13572. Engine.prototype.setStencilOperationFail = function (operation) {
  13573. this._stencilState.stencilOpStencilFail = operation;
  13574. };
  13575. /**
  13576. * Sets the stencil operation to use when depth fails
  13577. * @param operation defines the stencil operation to use when depth fails
  13578. */
  13579. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13580. this._stencilState.stencilOpDepthFail = operation;
  13581. };
  13582. /**
  13583. * Sets the stencil operation to use when stencil passes
  13584. * @param operation defines the stencil operation to use when stencil passes
  13585. */
  13586. Engine.prototype.setStencilOperationPass = function (operation) {
  13587. this._stencilState.stencilOpStencilDepthPass = operation;
  13588. };
  13589. /**
  13590. * Sets a boolean indicating if the dithering state is enabled or disabled
  13591. * @param value defines the dithering state
  13592. */
  13593. Engine.prototype.setDitheringState = function (value) {
  13594. if (value) {
  13595. this._gl.enable(this._gl.DITHER);
  13596. }
  13597. else {
  13598. this._gl.disable(this._gl.DITHER);
  13599. }
  13600. };
  13601. /**
  13602. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13603. * @param value defines the rasterizer state
  13604. */
  13605. Engine.prototype.setRasterizerState = function (value) {
  13606. if (value) {
  13607. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13608. }
  13609. else {
  13610. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13611. }
  13612. };
  13613. /**
  13614. * stop executing a render loop function and remove it from the execution array
  13615. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13616. */
  13617. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13618. if (!renderFunction) {
  13619. this._activeRenderLoops = [];
  13620. return;
  13621. }
  13622. var index = this._activeRenderLoops.indexOf(renderFunction);
  13623. if (index >= 0) {
  13624. this._activeRenderLoops.splice(index, 1);
  13625. }
  13626. };
  13627. /** @hidden */
  13628. Engine.prototype._renderLoop = function () {
  13629. if (!this._contextWasLost) {
  13630. var shouldRender = true;
  13631. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13632. shouldRender = false;
  13633. }
  13634. if (shouldRender) {
  13635. // Start new frame
  13636. this.beginFrame();
  13637. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13638. var renderFunction = this._activeRenderLoops[index];
  13639. renderFunction();
  13640. }
  13641. // Present
  13642. this.endFrame();
  13643. }
  13644. }
  13645. if (this._activeRenderLoops.length > 0) {
  13646. // Register new frame
  13647. if (this.customAnimationFrameRequester) {
  13648. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13649. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13650. }
  13651. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13652. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13653. }
  13654. else {
  13655. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13656. }
  13657. }
  13658. else {
  13659. this._renderingQueueLaunched = false;
  13660. }
  13661. };
  13662. /**
  13663. * Register and execute a render loop. The engine can have more than one render function
  13664. * @param renderFunction defines the function to continuously execute
  13665. */
  13666. Engine.prototype.runRenderLoop = function (renderFunction) {
  13667. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13668. return;
  13669. }
  13670. this._activeRenderLoops.push(renderFunction);
  13671. if (!this._renderingQueueLaunched) {
  13672. this._renderingQueueLaunched = true;
  13673. this._bindedRenderFunction = this._renderLoop.bind(this);
  13674. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13675. }
  13676. };
  13677. /**
  13678. * Toggle full screen mode
  13679. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13680. */
  13681. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13682. if (this.isFullscreen) {
  13683. BABYLON.Tools.ExitFullscreen();
  13684. }
  13685. else {
  13686. this._pointerLockRequested = requestPointerLock;
  13687. if (this._renderingCanvas) {
  13688. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13689. }
  13690. }
  13691. };
  13692. /**
  13693. * Clear the current render buffer or the current render target (if any is set up)
  13694. * @param color defines the color to use
  13695. * @param backBuffer defines if the back buffer must be cleared
  13696. * @param depth defines if the depth buffer must be cleared
  13697. * @param stencil defines if the stencil buffer must be cleared
  13698. */
  13699. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13700. if (stencil === void 0) { stencil = false; }
  13701. this.applyStates();
  13702. var mode = 0;
  13703. if (backBuffer && color) {
  13704. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13705. mode |= this._gl.COLOR_BUFFER_BIT;
  13706. }
  13707. if (depth) {
  13708. this._gl.clearDepth(1.0);
  13709. mode |= this._gl.DEPTH_BUFFER_BIT;
  13710. }
  13711. if (stencil) {
  13712. this._gl.clearStencil(0);
  13713. mode |= this._gl.STENCIL_BUFFER_BIT;
  13714. }
  13715. this._gl.clear(mode);
  13716. };
  13717. /**
  13718. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13719. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13720. * @param y defines the y-coordinate of the corner of the clear rectangle
  13721. * @param width defines the width of the clear rectangle
  13722. * @param height defines the height of the clear rectangle
  13723. * @param clearColor defines the clear color
  13724. */
  13725. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13726. var gl = this._gl;
  13727. // Save state
  13728. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13729. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13730. // Change state
  13731. gl.enable(gl.SCISSOR_TEST);
  13732. gl.scissor(x, y, width, height);
  13733. // Clear
  13734. this.clear(clearColor, true, true, true);
  13735. // Restore state
  13736. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13737. if (curScissor === true) {
  13738. gl.enable(gl.SCISSOR_TEST);
  13739. }
  13740. else {
  13741. gl.disable(gl.SCISSOR_TEST);
  13742. }
  13743. };
  13744. /** @hidden */
  13745. Engine.prototype._viewport = function (x, y, width, height) {
  13746. if (x !== this._viewportCached.x ||
  13747. y !== this._viewportCached.y ||
  13748. width !== this._viewportCached.z ||
  13749. height !== this._viewportCached.w) {
  13750. this._viewportCached.x = x;
  13751. this._viewportCached.y = y;
  13752. this._viewportCached.z = width;
  13753. this._viewportCached.w = height;
  13754. this._gl.viewport(x, y, width, height);
  13755. }
  13756. };
  13757. /**
  13758. * Set the WebGL's viewport
  13759. * @param viewport defines the viewport element to be used
  13760. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13761. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13762. */
  13763. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13764. var width = requiredWidth || this.getRenderWidth();
  13765. var height = requiredHeight || this.getRenderHeight();
  13766. var x = viewport.x || 0;
  13767. var y = viewport.y || 0;
  13768. this._cachedViewport = viewport;
  13769. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13770. };
  13771. /**
  13772. * Directly set the WebGL Viewport
  13773. * @param x defines the x coordinate of the viewport (in screen space)
  13774. * @param y defines the y coordinate of the viewport (in screen space)
  13775. * @param width defines the width of the viewport (in screen space)
  13776. * @param height defines the height of the viewport (in screen space)
  13777. * @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
  13778. */
  13779. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13780. var currentViewport = this._cachedViewport;
  13781. this._cachedViewport = null;
  13782. this._viewport(x, y, width, height);
  13783. return currentViewport;
  13784. };
  13785. /**
  13786. * Begin a new frame
  13787. */
  13788. Engine.prototype.beginFrame = function () {
  13789. this.onBeginFrameObservable.notifyObservers(this);
  13790. this._measureFps();
  13791. };
  13792. /**
  13793. * Enf the current frame
  13794. */
  13795. Engine.prototype.endFrame = function () {
  13796. // Force a flush in case we are using a bad OS.
  13797. if (this._badOS) {
  13798. this.flushFramebuffer();
  13799. }
  13800. // Submit frame to the vr device, if enabled
  13801. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13802. // TODO: We should only submit the frame if we read frameData successfully.
  13803. this._vrDisplay.submitFrame();
  13804. }
  13805. this.onEndFrameObservable.notifyObservers(this);
  13806. };
  13807. /**
  13808. * Resize the view according to the canvas' size
  13809. */
  13810. Engine.prototype.resize = function () {
  13811. // We're not resizing the size of the canvas while in VR mode & presenting
  13812. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13813. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13814. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13815. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13816. }
  13817. };
  13818. /**
  13819. * Force a specific size of the canvas
  13820. * @param width defines the new canvas' width
  13821. * @param height defines the new canvas' height
  13822. */
  13823. Engine.prototype.setSize = function (width, height) {
  13824. if (!this._renderingCanvas) {
  13825. return;
  13826. }
  13827. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13828. return;
  13829. }
  13830. this._renderingCanvas.width = width;
  13831. this._renderingCanvas.height = height;
  13832. for (var index = 0; index < this.scenes.length; index++) {
  13833. var scene = this.scenes[index];
  13834. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13835. var cam = scene.cameras[camIndex];
  13836. cam._currentRenderId = 0;
  13837. }
  13838. }
  13839. if (this.onResizeObservable.hasObservers) {
  13840. this.onResizeObservable.notifyObservers(this);
  13841. }
  13842. };
  13843. // WebVR functions
  13844. /**
  13845. * Gets a boolean indicating if a webVR device was detected
  13846. * @returns true if a webVR device was detected
  13847. */
  13848. Engine.prototype.isVRDevicePresent = function () {
  13849. return !!this._vrDisplay;
  13850. };
  13851. /**
  13852. * Gets the current webVR device
  13853. * @returns the current webVR device (or null)
  13854. */
  13855. Engine.prototype.getVRDevice = function () {
  13856. return this._vrDisplay;
  13857. };
  13858. /**
  13859. * Initializes a webVR display and starts listening to display change events
  13860. * The onVRDisplayChangedObservable will be notified upon these changes
  13861. * @returns The onVRDisplayChangedObservable
  13862. */
  13863. Engine.prototype.initWebVR = function () {
  13864. this.initWebVRAsync();
  13865. return this.onVRDisplayChangedObservable;
  13866. };
  13867. /**
  13868. * Initializes a webVR display and starts listening to display change events
  13869. * The onVRDisplayChangedObservable will be notified upon these changes
  13870. * @returns A promise containing a VRDisplay and if vr is supported
  13871. */
  13872. Engine.prototype.initWebVRAsync = function () {
  13873. var _this = this;
  13874. var notifyObservers = function () {
  13875. var eventArgs = {
  13876. vrDisplay: _this._vrDisplay,
  13877. vrSupported: _this._vrSupported
  13878. };
  13879. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13880. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13881. };
  13882. if (!this._onVrDisplayConnect) {
  13883. this._onVrDisplayConnect = function (event) {
  13884. _this._vrDisplay = event.display;
  13885. notifyObservers();
  13886. };
  13887. this._onVrDisplayDisconnect = function () {
  13888. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13889. _this._vrDisplay = undefined;
  13890. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13891. notifyObservers();
  13892. };
  13893. this._onVrDisplayPresentChange = function () {
  13894. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13895. };
  13896. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13897. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13898. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13899. }
  13900. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13901. this._webVRInitPromise.then(notifyObservers);
  13902. return this._webVRInitPromise;
  13903. };
  13904. /**
  13905. * Call this function to switch to webVR mode
  13906. * Will do nothing if webVR is not supported or if there is no webVR device
  13907. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13908. */
  13909. Engine.prototype.enableVR = function () {
  13910. var _this = this;
  13911. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13912. var onResolved = function () {
  13913. _this.onVRRequestPresentComplete.notifyObservers(true);
  13914. _this._onVRFullScreenTriggered();
  13915. };
  13916. var onRejected = function () {
  13917. _this.onVRRequestPresentComplete.notifyObservers(false);
  13918. };
  13919. this.onVRRequestPresentStart.notifyObservers(this);
  13920. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13921. }
  13922. };
  13923. /**
  13924. * Call this function to leave webVR mode
  13925. * Will do nothing if webVR is not supported or if there is no webVR device
  13926. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13927. */
  13928. Engine.prototype.disableVR = function () {
  13929. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13930. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13931. }
  13932. };
  13933. Engine.prototype._getVRDisplaysAsync = function () {
  13934. var _this = this;
  13935. return new Promise(function (res, rej) {
  13936. if (navigator.getVRDisplays) {
  13937. navigator.getVRDisplays().then(function (devices) {
  13938. _this._vrSupported = true;
  13939. // note that devices may actually be an empty array. This is fine;
  13940. // we expect this._vrDisplay to be undefined in this case.
  13941. _this._vrDisplay = devices[0];
  13942. res({
  13943. vrDisplay: _this._vrDisplay,
  13944. vrSupported: _this._vrSupported
  13945. });
  13946. });
  13947. }
  13948. else {
  13949. _this._vrDisplay = undefined;
  13950. _this._vrSupported = false;
  13951. res({
  13952. vrDisplay: _this._vrDisplay,
  13953. vrSupported: _this._vrSupported
  13954. });
  13955. }
  13956. });
  13957. };
  13958. /**
  13959. * Binds the frame buffer to the specified texture.
  13960. * @param texture The texture to render to or null for the default canvas
  13961. * @param faceIndex The face of the texture to render to in case of cube texture
  13962. * @param requiredWidth The width of the target to render to
  13963. * @param requiredHeight The height of the target to render to
  13964. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13965. * @param depthStencilTexture The depth stencil texture to use to render
  13966. * @param lodLevel defines le lod level to bind to the frame buffer
  13967. */
  13968. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13969. if (lodLevel === void 0) { lodLevel = 0; }
  13970. if (this._currentRenderTarget) {
  13971. this.unBindFramebuffer(this._currentRenderTarget);
  13972. }
  13973. this._currentRenderTarget = texture;
  13974. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13975. var gl = this._gl;
  13976. if (texture.isCube) {
  13977. if (faceIndex === undefined) {
  13978. faceIndex = 0;
  13979. }
  13980. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13981. if (depthStencilTexture) {
  13982. if (depthStencilTexture._generateStencilBuffer) {
  13983. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13984. }
  13985. else {
  13986. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13987. }
  13988. }
  13989. }
  13990. if (this._cachedViewport && !forceFullscreenViewport) {
  13991. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13992. }
  13993. else {
  13994. if (!requiredWidth) {
  13995. requiredWidth = texture.width;
  13996. if (lodLevel) {
  13997. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13998. }
  13999. }
  14000. if (!requiredHeight) {
  14001. requiredHeight = texture.height;
  14002. if (lodLevel) {
  14003. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14004. }
  14005. }
  14006. this._viewport(0, 0, requiredWidth, requiredHeight);
  14007. }
  14008. this.wipeCaches();
  14009. };
  14010. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14011. if (this._currentFramebuffer !== framebuffer) {
  14012. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14013. this._currentFramebuffer = framebuffer;
  14014. }
  14015. };
  14016. /**
  14017. * Unbind the current render target texture from the webGL context
  14018. * @param texture defines the render target texture to unbind
  14019. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14020. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14021. */
  14022. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14023. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14024. this._currentRenderTarget = null;
  14025. // If MSAA, we need to bitblt back to main texture
  14026. var gl = this._gl;
  14027. if (texture._MSAAFramebuffer) {
  14028. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14029. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14030. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14031. }
  14032. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14033. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14034. gl.generateMipmap(gl.TEXTURE_2D);
  14035. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14036. }
  14037. if (onBeforeUnbind) {
  14038. if (texture._MSAAFramebuffer) {
  14039. // Bind the correct framebuffer
  14040. this.bindUnboundFramebuffer(texture._framebuffer);
  14041. }
  14042. onBeforeUnbind();
  14043. }
  14044. this.bindUnboundFramebuffer(null);
  14045. };
  14046. /**
  14047. * Unbind a list of render target textures from the webGL context
  14048. * This is used only when drawBuffer extension or webGL2 are active
  14049. * @param textures defines the render target textures to unbind
  14050. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14051. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14052. */
  14053. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14054. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14055. this._currentRenderTarget = null;
  14056. // If MSAA, we need to bitblt back to main texture
  14057. var gl = this._gl;
  14058. if (textures[0]._MSAAFramebuffer) {
  14059. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14060. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14061. var attachments = textures[0]._attachments;
  14062. if (!attachments) {
  14063. attachments = new Array(textures.length);
  14064. textures[0]._attachments = attachments;
  14065. }
  14066. for (var i = 0; i < textures.length; i++) {
  14067. var texture = textures[i];
  14068. for (var j = 0; j < attachments.length; j++) {
  14069. attachments[j] = gl.NONE;
  14070. }
  14071. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14072. gl.readBuffer(attachments[i]);
  14073. gl.drawBuffers(attachments);
  14074. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14075. }
  14076. for (var i = 0; i < attachments.length; i++) {
  14077. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14078. }
  14079. gl.drawBuffers(attachments);
  14080. }
  14081. for (var i = 0; i < textures.length; i++) {
  14082. var texture = textures[i];
  14083. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14084. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14085. gl.generateMipmap(gl.TEXTURE_2D);
  14086. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14087. }
  14088. }
  14089. if (onBeforeUnbind) {
  14090. if (textures[0]._MSAAFramebuffer) {
  14091. // Bind the correct framebuffer
  14092. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14093. }
  14094. onBeforeUnbind();
  14095. }
  14096. this.bindUnboundFramebuffer(null);
  14097. };
  14098. /**
  14099. * Force the mipmap generation for the given render target texture
  14100. * @param texture defines the render target texture to use
  14101. */
  14102. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14103. if (texture.generateMipMaps) {
  14104. var gl = this._gl;
  14105. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14106. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14107. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14108. }
  14109. };
  14110. /**
  14111. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14112. */
  14113. Engine.prototype.flushFramebuffer = function () {
  14114. this._gl.flush();
  14115. };
  14116. /**
  14117. * Unbind the current render target and bind the default framebuffer
  14118. */
  14119. Engine.prototype.restoreDefaultFramebuffer = function () {
  14120. if (this._currentRenderTarget) {
  14121. this.unBindFramebuffer(this._currentRenderTarget);
  14122. }
  14123. else {
  14124. this.bindUnboundFramebuffer(null);
  14125. }
  14126. if (this._cachedViewport) {
  14127. this.setViewport(this._cachedViewport);
  14128. }
  14129. this.wipeCaches();
  14130. };
  14131. // UBOs
  14132. /**
  14133. * Create an uniform buffer
  14134. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14135. * @param elements defines the content of the uniform buffer
  14136. * @returns the webGL uniform buffer
  14137. */
  14138. Engine.prototype.createUniformBuffer = function (elements) {
  14139. var ubo = this._gl.createBuffer();
  14140. if (!ubo) {
  14141. throw new Error("Unable to create uniform buffer");
  14142. }
  14143. this.bindUniformBuffer(ubo);
  14144. if (elements instanceof Float32Array) {
  14145. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14146. }
  14147. else {
  14148. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14149. }
  14150. this.bindUniformBuffer(null);
  14151. ubo.references = 1;
  14152. return ubo;
  14153. };
  14154. /**
  14155. * Create a dynamic uniform buffer
  14156. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14157. * @param elements defines the content of the uniform buffer
  14158. * @returns the webGL uniform buffer
  14159. */
  14160. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14161. var ubo = this._gl.createBuffer();
  14162. if (!ubo) {
  14163. throw new Error("Unable to create dynamic uniform buffer");
  14164. }
  14165. this.bindUniformBuffer(ubo);
  14166. if (elements instanceof Float32Array) {
  14167. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14168. }
  14169. else {
  14170. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14171. }
  14172. this.bindUniformBuffer(null);
  14173. ubo.references = 1;
  14174. return ubo;
  14175. };
  14176. /**
  14177. * Update an existing uniform buffer
  14178. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14179. * @param uniformBuffer defines the target uniform buffer
  14180. * @param elements defines the content to update
  14181. * @param offset defines the offset in the uniform buffer where update should start
  14182. * @param count defines the size of the data to update
  14183. */
  14184. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14185. this.bindUniformBuffer(uniformBuffer);
  14186. if (offset === undefined) {
  14187. offset = 0;
  14188. }
  14189. if (count === undefined) {
  14190. if (elements instanceof Float32Array) {
  14191. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14192. }
  14193. else {
  14194. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14195. }
  14196. }
  14197. else {
  14198. if (elements instanceof Float32Array) {
  14199. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14200. }
  14201. else {
  14202. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14203. }
  14204. }
  14205. this.bindUniformBuffer(null);
  14206. };
  14207. // VBOs
  14208. Engine.prototype._resetVertexBufferBinding = function () {
  14209. this.bindArrayBuffer(null);
  14210. this._cachedVertexBuffers = null;
  14211. };
  14212. /**
  14213. * Creates a vertex buffer
  14214. * @param data the data for the vertex buffer
  14215. * @returns the new WebGL static buffer
  14216. */
  14217. Engine.prototype.createVertexBuffer = function (data) {
  14218. var vbo = this._gl.createBuffer();
  14219. if (!vbo) {
  14220. throw new Error("Unable to create vertex buffer");
  14221. }
  14222. this.bindArrayBuffer(vbo);
  14223. if (data instanceof Array) {
  14224. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14225. }
  14226. else {
  14227. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14228. }
  14229. this._resetVertexBufferBinding();
  14230. vbo.references = 1;
  14231. return vbo;
  14232. };
  14233. /**
  14234. * Creates a dynamic vertex buffer
  14235. * @param data the data for the dynamic vertex buffer
  14236. * @returns the new WebGL dynamic buffer
  14237. */
  14238. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14239. var vbo = this._gl.createBuffer();
  14240. if (!vbo) {
  14241. throw new Error("Unable to create dynamic vertex buffer");
  14242. }
  14243. this.bindArrayBuffer(vbo);
  14244. if (data instanceof Array) {
  14245. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14246. }
  14247. else {
  14248. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14249. }
  14250. this._resetVertexBufferBinding();
  14251. vbo.references = 1;
  14252. return vbo;
  14253. };
  14254. /**
  14255. * Update a dynamic index buffer
  14256. * @param indexBuffer defines the target index buffer
  14257. * @param indices defines the data to update
  14258. * @param offset defines the offset in the target index buffer where update should start
  14259. */
  14260. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14261. if (offset === void 0) { offset = 0; }
  14262. // Force cache update
  14263. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14264. this.bindIndexBuffer(indexBuffer);
  14265. var arrayBuffer;
  14266. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14267. arrayBuffer = indices;
  14268. }
  14269. else {
  14270. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14271. }
  14272. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14273. this._resetIndexBufferBinding();
  14274. };
  14275. /**
  14276. * Updates a dynamic vertex buffer.
  14277. * @param vertexBuffer the vertex buffer to update
  14278. * @param data the data used to update the vertex buffer
  14279. * @param byteOffset the byte offset of the data
  14280. * @param byteLength the byte length of the data
  14281. */
  14282. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14283. this.bindArrayBuffer(vertexBuffer);
  14284. if (byteOffset === undefined) {
  14285. byteOffset = 0;
  14286. }
  14287. if (byteLength === undefined) {
  14288. if (data instanceof Array) {
  14289. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14290. }
  14291. else {
  14292. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14293. }
  14294. }
  14295. else {
  14296. if (data instanceof Array) {
  14297. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14298. }
  14299. else {
  14300. if (data instanceof ArrayBuffer) {
  14301. data = new Uint8Array(data, byteOffset, byteLength);
  14302. }
  14303. else {
  14304. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14305. }
  14306. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14307. }
  14308. }
  14309. this._resetVertexBufferBinding();
  14310. };
  14311. Engine.prototype._resetIndexBufferBinding = function () {
  14312. this.bindIndexBuffer(null);
  14313. this._cachedIndexBuffer = null;
  14314. };
  14315. /**
  14316. * Creates a new index buffer
  14317. * @param indices defines the content of the index buffer
  14318. * @param updatable defines if the index buffer must be updatable
  14319. * @returns a new webGL buffer
  14320. */
  14321. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14322. var vbo = this._gl.createBuffer();
  14323. if (!vbo) {
  14324. throw new Error("Unable to create index buffer");
  14325. }
  14326. this.bindIndexBuffer(vbo);
  14327. // Check for 32 bits indices
  14328. var arrayBuffer;
  14329. var need32Bits = false;
  14330. if (indices instanceof Uint16Array) {
  14331. arrayBuffer = indices;
  14332. }
  14333. else {
  14334. //check 32 bit support
  14335. if (this._caps.uintIndices) {
  14336. if (indices instanceof Uint32Array) {
  14337. arrayBuffer = indices;
  14338. need32Bits = true;
  14339. }
  14340. else {
  14341. //number[] or Int32Array, check if 32 bit is necessary
  14342. for (var index = 0; index < indices.length; index++) {
  14343. if (indices[index] > 65535) {
  14344. need32Bits = true;
  14345. break;
  14346. }
  14347. }
  14348. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14349. }
  14350. }
  14351. else {
  14352. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14353. arrayBuffer = new Uint16Array(indices);
  14354. }
  14355. }
  14356. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14357. this._resetIndexBufferBinding();
  14358. vbo.references = 1;
  14359. vbo.is32Bits = need32Bits;
  14360. return vbo;
  14361. };
  14362. /**
  14363. * Bind a webGL buffer to the webGL context
  14364. * @param buffer defines the buffer to bind
  14365. */
  14366. Engine.prototype.bindArrayBuffer = function (buffer) {
  14367. if (!this._vaoRecordInProgress) {
  14368. this._unbindVertexArrayObject();
  14369. }
  14370. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14371. };
  14372. /**
  14373. * Bind an uniform buffer to the current webGL context
  14374. * @param buffer defines the buffer to bind
  14375. */
  14376. Engine.prototype.bindUniformBuffer = function (buffer) {
  14377. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14378. };
  14379. /**
  14380. * Bind a buffer to the current webGL context at a given location
  14381. * @param buffer defines the buffer to bind
  14382. * @param location defines the index where to bind the buffer
  14383. */
  14384. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14385. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14386. };
  14387. /**
  14388. * Bind a specific block at a given index in a specific shader program
  14389. * @param shaderProgram defines the shader program
  14390. * @param blockName defines the block name
  14391. * @param index defines the index where to bind the block
  14392. */
  14393. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14394. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14395. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14396. };
  14397. Engine.prototype.bindIndexBuffer = function (buffer) {
  14398. if (!this._vaoRecordInProgress) {
  14399. this._unbindVertexArrayObject();
  14400. }
  14401. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14402. };
  14403. Engine.prototype.bindBuffer = function (buffer, target) {
  14404. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14405. this._gl.bindBuffer(target, buffer);
  14406. this._currentBoundBuffer[target] = buffer;
  14407. }
  14408. };
  14409. /**
  14410. * update the bound buffer with the given data
  14411. * @param data defines the data to update
  14412. */
  14413. Engine.prototype.updateArrayBuffer = function (data) {
  14414. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14415. };
  14416. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14417. var pointer = this._currentBufferPointers[indx];
  14418. var changed = false;
  14419. if (!pointer.active) {
  14420. changed = true;
  14421. pointer.active = true;
  14422. pointer.index = indx;
  14423. pointer.size = size;
  14424. pointer.type = type;
  14425. pointer.normalized = normalized;
  14426. pointer.stride = stride;
  14427. pointer.offset = offset;
  14428. pointer.buffer = buffer;
  14429. }
  14430. else {
  14431. if (pointer.buffer !== buffer) {
  14432. pointer.buffer = buffer;
  14433. changed = true;
  14434. }
  14435. if (pointer.size !== size) {
  14436. pointer.size = size;
  14437. changed = true;
  14438. }
  14439. if (pointer.type !== type) {
  14440. pointer.type = type;
  14441. changed = true;
  14442. }
  14443. if (pointer.normalized !== normalized) {
  14444. pointer.normalized = normalized;
  14445. changed = true;
  14446. }
  14447. if (pointer.stride !== stride) {
  14448. pointer.stride = stride;
  14449. changed = true;
  14450. }
  14451. if (pointer.offset !== offset) {
  14452. pointer.offset = offset;
  14453. changed = true;
  14454. }
  14455. }
  14456. if (changed || this._vaoRecordInProgress) {
  14457. this.bindArrayBuffer(buffer);
  14458. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14459. }
  14460. };
  14461. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14462. if (indexBuffer == null) {
  14463. return;
  14464. }
  14465. if (this._cachedIndexBuffer !== indexBuffer) {
  14466. this._cachedIndexBuffer = indexBuffer;
  14467. this.bindIndexBuffer(indexBuffer);
  14468. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14469. }
  14470. };
  14471. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14472. var attributes = effect.getAttributesNames();
  14473. if (!this._vaoRecordInProgress) {
  14474. this._unbindVertexArrayObject();
  14475. }
  14476. this.unbindAllAttributes();
  14477. for (var index = 0; index < attributes.length; index++) {
  14478. var order = effect.getAttributeLocation(index);
  14479. if (order >= 0) {
  14480. var vertexBuffer = vertexBuffers[attributes[index]];
  14481. if (!vertexBuffer) {
  14482. continue;
  14483. }
  14484. this._gl.enableVertexAttribArray(order);
  14485. if (!this._vaoRecordInProgress) {
  14486. this._vertexAttribArraysEnabled[order] = true;
  14487. }
  14488. var buffer = vertexBuffer.getBuffer();
  14489. if (buffer) {
  14490. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14491. if (vertexBuffer.getIsInstanced()) {
  14492. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14493. if (!this._vaoRecordInProgress) {
  14494. this._currentInstanceLocations.push(order);
  14495. this._currentInstanceBuffers.push(buffer);
  14496. }
  14497. }
  14498. }
  14499. }
  14500. }
  14501. };
  14502. /**
  14503. * Records a vertex array object
  14504. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14505. * @param vertexBuffers defines the list of vertex buffers to store
  14506. * @param indexBuffer defines the index buffer to store
  14507. * @param effect defines the effect to store
  14508. * @returns the new vertex array object
  14509. */
  14510. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14511. var vao = this._gl.createVertexArray();
  14512. this._vaoRecordInProgress = true;
  14513. this._gl.bindVertexArray(vao);
  14514. this._mustWipeVertexAttributes = true;
  14515. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14516. this.bindIndexBuffer(indexBuffer);
  14517. this._vaoRecordInProgress = false;
  14518. this._gl.bindVertexArray(null);
  14519. return vao;
  14520. };
  14521. /**
  14522. * Bind a specific vertex array object
  14523. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14524. * @param vertexArrayObject defines the vertex array object to bind
  14525. * @param indexBuffer defines the index buffer to bind
  14526. */
  14527. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14528. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14529. this._cachedVertexArrayObject = vertexArrayObject;
  14530. this._gl.bindVertexArray(vertexArrayObject);
  14531. this._cachedVertexBuffers = null;
  14532. this._cachedIndexBuffer = null;
  14533. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14534. this._mustWipeVertexAttributes = true;
  14535. }
  14536. };
  14537. /**
  14538. * Bind webGl buffers directly to the webGL context
  14539. * @param vertexBuffer defines the vertex buffer to bind
  14540. * @param indexBuffer defines the index buffer to bind
  14541. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14542. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14543. * @param effect defines the effect associated with the vertex buffer
  14544. */
  14545. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14546. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14547. this._cachedVertexBuffers = vertexBuffer;
  14548. this._cachedEffectForVertexBuffers = effect;
  14549. var attributesCount = effect.getAttributesCount();
  14550. this._unbindVertexArrayObject();
  14551. this.unbindAllAttributes();
  14552. var offset = 0;
  14553. for (var index = 0; index < attributesCount; index++) {
  14554. if (index < vertexDeclaration.length) {
  14555. var order = effect.getAttributeLocation(index);
  14556. if (order >= 0) {
  14557. this._gl.enableVertexAttribArray(order);
  14558. this._vertexAttribArraysEnabled[order] = true;
  14559. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14560. }
  14561. offset += vertexDeclaration[index] * 4;
  14562. }
  14563. }
  14564. }
  14565. this._bindIndexBufferWithCache(indexBuffer);
  14566. };
  14567. Engine.prototype._unbindVertexArrayObject = function () {
  14568. if (!this._cachedVertexArrayObject) {
  14569. return;
  14570. }
  14571. this._cachedVertexArrayObject = null;
  14572. this._gl.bindVertexArray(null);
  14573. };
  14574. /**
  14575. * Bind a list of vertex buffers to the webGL context
  14576. * @param vertexBuffers defines the list of vertex buffers to bind
  14577. * @param indexBuffer defines the index buffer to bind
  14578. * @param effect defines the effect associated with the vertex buffers
  14579. */
  14580. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14581. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14582. this._cachedVertexBuffers = vertexBuffers;
  14583. this._cachedEffectForVertexBuffers = effect;
  14584. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14585. }
  14586. this._bindIndexBufferWithCache(indexBuffer);
  14587. };
  14588. /**
  14589. * Unbind all instance attributes
  14590. */
  14591. Engine.prototype.unbindInstanceAttributes = function () {
  14592. var boundBuffer;
  14593. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14594. var instancesBuffer = this._currentInstanceBuffers[i];
  14595. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14596. boundBuffer = instancesBuffer;
  14597. this.bindArrayBuffer(instancesBuffer);
  14598. }
  14599. var offsetLocation = this._currentInstanceLocations[i];
  14600. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14601. }
  14602. this._currentInstanceBuffers.length = 0;
  14603. this._currentInstanceLocations.length = 0;
  14604. };
  14605. /**
  14606. * Release and free the memory of a vertex array object
  14607. * @param vao defines the vertex array object to delete
  14608. */
  14609. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14610. this._gl.deleteVertexArray(vao);
  14611. };
  14612. /** @hidden */
  14613. Engine.prototype._releaseBuffer = function (buffer) {
  14614. buffer.references--;
  14615. if (buffer.references === 0) {
  14616. this._gl.deleteBuffer(buffer);
  14617. return true;
  14618. }
  14619. return false;
  14620. };
  14621. /**
  14622. * Creates a webGL buffer to use with instanciation
  14623. * @param capacity defines the size of the buffer
  14624. * @returns the webGL buffer
  14625. */
  14626. Engine.prototype.createInstancesBuffer = function (capacity) {
  14627. var buffer = this._gl.createBuffer();
  14628. if (!buffer) {
  14629. throw new Error("Unable to create instance buffer");
  14630. }
  14631. buffer.capacity = capacity;
  14632. this.bindArrayBuffer(buffer);
  14633. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14634. return buffer;
  14635. };
  14636. /**
  14637. * Delete a webGL buffer used with instanciation
  14638. * @param buffer defines the webGL buffer to delete
  14639. */
  14640. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14641. this._gl.deleteBuffer(buffer);
  14642. };
  14643. /**
  14644. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14645. * @param instancesBuffer defines the webGL buffer to update and bind
  14646. * @param data defines the data to store in the buffer
  14647. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14648. */
  14649. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14650. this.bindArrayBuffer(instancesBuffer);
  14651. if (data) {
  14652. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14653. }
  14654. if (offsetLocations[0].index !== undefined) {
  14655. var stride = 0;
  14656. for (var i = 0; i < offsetLocations.length; i++) {
  14657. var ai = offsetLocations[i];
  14658. stride += ai.attributeSize * 4;
  14659. }
  14660. for (var i = 0; i < offsetLocations.length; i++) {
  14661. var ai = offsetLocations[i];
  14662. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14663. this._gl.enableVertexAttribArray(ai.index);
  14664. this._vertexAttribArraysEnabled[ai.index] = true;
  14665. }
  14666. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14667. this._gl.vertexAttribDivisor(ai.index, 1);
  14668. this._currentInstanceLocations.push(ai.index);
  14669. this._currentInstanceBuffers.push(instancesBuffer);
  14670. }
  14671. }
  14672. else {
  14673. for (var index = 0; index < 4; index++) {
  14674. var offsetLocation = offsetLocations[index];
  14675. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14676. this._gl.enableVertexAttribArray(offsetLocation);
  14677. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14678. }
  14679. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14680. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14681. this._currentInstanceLocations.push(offsetLocation);
  14682. this._currentInstanceBuffers.push(instancesBuffer);
  14683. }
  14684. }
  14685. };
  14686. /**
  14687. * Apply all cached states (depth, culling, stencil and alpha)
  14688. */
  14689. Engine.prototype.applyStates = function () {
  14690. this._depthCullingState.apply(this._gl);
  14691. this._stencilState.apply(this._gl);
  14692. this._alphaState.apply(this._gl);
  14693. };
  14694. /**
  14695. * Send a draw order
  14696. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14697. * @param indexStart defines the starting index
  14698. * @param indexCount defines the number of index to draw
  14699. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14700. */
  14701. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14702. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14703. };
  14704. /**
  14705. * Draw a list of points
  14706. * @param verticesStart defines the index of first vertex to draw
  14707. * @param verticesCount defines the count of vertices to draw
  14708. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14709. */
  14710. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14711. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14712. };
  14713. /**
  14714. * Draw a list of unindexed primitives
  14715. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14716. * @param verticesStart defines the index of first vertex to draw
  14717. * @param verticesCount defines the count of vertices to draw
  14718. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14719. */
  14720. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14721. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14722. };
  14723. /**
  14724. * Draw a list of indexed primitives
  14725. * @param fillMode defines the primitive to use
  14726. * @param indexStart defines the starting index
  14727. * @param indexCount defines the number of index to draw
  14728. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14729. */
  14730. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14731. // Apply states
  14732. this.applyStates();
  14733. this._drawCalls.addCount(1, false);
  14734. // Render
  14735. var drawMode = this._drawMode(fillMode);
  14736. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14737. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14738. if (instancesCount) {
  14739. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14740. }
  14741. else {
  14742. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14743. }
  14744. };
  14745. /**
  14746. * Draw a list of unindexed primitives
  14747. * @param fillMode defines the primitive to use
  14748. * @param verticesStart defines the index of first vertex to draw
  14749. * @param verticesCount defines the count of vertices to draw
  14750. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14751. */
  14752. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14753. // Apply states
  14754. this.applyStates();
  14755. this._drawCalls.addCount(1, false);
  14756. var drawMode = this._drawMode(fillMode);
  14757. if (instancesCount) {
  14758. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14759. }
  14760. else {
  14761. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14762. }
  14763. };
  14764. Engine.prototype._drawMode = function (fillMode) {
  14765. switch (fillMode) {
  14766. // Triangle views
  14767. case BABYLON.Material.TriangleFillMode:
  14768. return this._gl.TRIANGLES;
  14769. case BABYLON.Material.PointFillMode:
  14770. return this._gl.POINTS;
  14771. case BABYLON.Material.WireFrameFillMode:
  14772. return this._gl.LINES;
  14773. // Draw modes
  14774. case BABYLON.Material.PointListDrawMode:
  14775. return this._gl.POINTS;
  14776. case BABYLON.Material.LineListDrawMode:
  14777. return this._gl.LINES;
  14778. case BABYLON.Material.LineLoopDrawMode:
  14779. return this._gl.LINE_LOOP;
  14780. case BABYLON.Material.LineStripDrawMode:
  14781. return this._gl.LINE_STRIP;
  14782. case BABYLON.Material.TriangleStripDrawMode:
  14783. return this._gl.TRIANGLE_STRIP;
  14784. case BABYLON.Material.TriangleFanDrawMode:
  14785. return this._gl.TRIANGLE_FAN;
  14786. default:
  14787. return this._gl.TRIANGLES;
  14788. }
  14789. };
  14790. // Shaders
  14791. /** @hidden */
  14792. Engine.prototype._releaseEffect = function (effect) {
  14793. if (this._compiledEffects[effect._key]) {
  14794. delete this._compiledEffects[effect._key];
  14795. this._deleteProgram(effect.getProgram());
  14796. }
  14797. };
  14798. /** @hidden */
  14799. Engine.prototype._deleteProgram = function (program) {
  14800. if (program) {
  14801. program.__SPECTOR_rebuildProgram = null;
  14802. if (program.transformFeedback) {
  14803. this.deleteTransformFeedback(program.transformFeedback);
  14804. program.transformFeedback = null;
  14805. }
  14806. this._gl.deleteProgram(program);
  14807. }
  14808. };
  14809. /**
  14810. * Create a new effect (used to store vertex/fragment shaders)
  14811. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14812. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14813. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14814. * @param samplers defines an array of string used to represent textures
  14815. * @param defines defines the string containing the defines to use to compile the shaders
  14816. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14817. * @param onCompiled defines a function to call when the effect creation is successful
  14818. * @param onError defines a function to call when the effect creation has failed
  14819. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14820. * @returns the new Effect
  14821. */
  14822. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14823. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14824. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14825. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14826. if (this._compiledEffects[name]) {
  14827. var compiledEffect = this._compiledEffects[name];
  14828. if (onCompiled && compiledEffect.isReady()) {
  14829. onCompiled(compiledEffect);
  14830. }
  14831. return compiledEffect;
  14832. }
  14833. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14834. effect._key = name;
  14835. this._compiledEffects[name] = effect;
  14836. return effect;
  14837. };
  14838. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14839. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14840. };
  14841. Engine.prototype._compileRawShader = function (source, type) {
  14842. var gl = this._gl;
  14843. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14844. if (!shader) {
  14845. throw new Error("Something went wrong while compile the shader.");
  14846. }
  14847. gl.shaderSource(shader, source);
  14848. gl.compileShader(shader);
  14849. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14850. var log = gl.getShaderInfoLog(shader);
  14851. if (log) {
  14852. throw new Error(log);
  14853. }
  14854. }
  14855. return shader;
  14856. };
  14857. /**
  14858. * Directly creates a webGL program
  14859. * @param vertexCode defines the vertex shader code to use
  14860. * @param fragmentCode defines the fragment shader code to use
  14861. * @param context defines the webGL context to use (if not set, the current one will be used)
  14862. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14863. * @returns the new webGL program
  14864. */
  14865. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14866. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14867. context = context || this._gl;
  14868. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14869. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14870. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14871. };
  14872. /**
  14873. * Creates a webGL program
  14874. * @param vertexCode defines the vertex shader code to use
  14875. * @param fragmentCode defines the fragment shader code to use
  14876. * @param defines defines the string containing the defines to use to compile the shaders
  14877. * @param context defines the webGL context to use (if not set, the current one will be used)
  14878. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14879. * @returns the new webGL program
  14880. */
  14881. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14882. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14883. context = context || this._gl;
  14884. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14885. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14886. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14887. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14888. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14889. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14890. return program;
  14891. };
  14892. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14893. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14894. var shaderProgram = context.createProgram();
  14895. if (!shaderProgram) {
  14896. throw new Error("Unable to create program");
  14897. }
  14898. context.attachShader(shaderProgram, vertexShader);
  14899. context.attachShader(shaderProgram, fragmentShader);
  14900. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14901. var transformFeedback = this.createTransformFeedback();
  14902. this.bindTransformFeedback(transformFeedback);
  14903. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14904. shaderProgram.transformFeedback = transformFeedback;
  14905. }
  14906. context.linkProgram(shaderProgram);
  14907. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14908. this.bindTransformFeedback(null);
  14909. }
  14910. shaderProgram.context = context;
  14911. shaderProgram.vertexShader = vertexShader;
  14912. shaderProgram.fragmentShader = fragmentShader;
  14913. if (!this._caps.parallelShaderCompile) {
  14914. this._finalizeProgram(shaderProgram);
  14915. }
  14916. else {
  14917. shaderProgram.isParallelCompiled = true;
  14918. }
  14919. return shaderProgram;
  14920. };
  14921. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14922. var context = shaderProgram.context;
  14923. var vertexShader = shaderProgram.vertexShader;
  14924. var fragmentShader = shaderProgram.fragmentShader;
  14925. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14926. if (!linked) {
  14927. var error = context.getProgramInfoLog(shaderProgram);
  14928. if (error) {
  14929. throw new Error(error);
  14930. }
  14931. }
  14932. if (this.validateShaderPrograms) {
  14933. context.validateProgram(shaderProgram);
  14934. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14935. if (!validated) {
  14936. var error = context.getProgramInfoLog(shaderProgram);
  14937. if (error) {
  14938. throw new Error(error);
  14939. }
  14940. }
  14941. }
  14942. context.deleteShader(vertexShader);
  14943. context.deleteShader(fragmentShader);
  14944. shaderProgram.context = undefined;
  14945. shaderProgram.vertexShader = undefined;
  14946. shaderProgram.fragmentShader = undefined;
  14947. if (shaderProgram.onCompiled) {
  14948. shaderProgram.onCompiled();
  14949. shaderProgram.onCompiled = undefined;
  14950. }
  14951. };
  14952. /** @hidden */
  14953. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14954. if (!shaderProgram.isParallelCompiled) {
  14955. return true;
  14956. }
  14957. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14958. this._finalizeProgram(shaderProgram);
  14959. return true;
  14960. }
  14961. return false;
  14962. };
  14963. /** @hidden */
  14964. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14965. if (!shaderProgram.isParallelCompiled) {
  14966. action();
  14967. return;
  14968. }
  14969. shaderProgram.onCompiled = action;
  14970. };
  14971. /**
  14972. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14973. * @param shaderProgram defines the webGL program to use
  14974. * @param uniformsNames defines the list of uniform names
  14975. * @returns an array of webGL uniform locations
  14976. */
  14977. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14978. var results = new Array();
  14979. for (var index = 0; index < uniformsNames.length; index++) {
  14980. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14981. }
  14982. return results;
  14983. };
  14984. /**
  14985. * Gets the lsit of active attributes for a given webGL program
  14986. * @param shaderProgram defines the webGL program to use
  14987. * @param attributesNames defines the list of attribute names to get
  14988. * @returns an array of indices indicating the offset of each attribute
  14989. */
  14990. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14991. var results = [];
  14992. for (var index = 0; index < attributesNames.length; index++) {
  14993. try {
  14994. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14995. }
  14996. catch (e) {
  14997. results.push(-1);
  14998. }
  14999. }
  15000. return results;
  15001. };
  15002. /**
  15003. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15004. * @param effect defines the effect to activate
  15005. */
  15006. Engine.prototype.enableEffect = function (effect) {
  15007. if (!effect || effect === this._currentEffect) {
  15008. return;
  15009. }
  15010. // Use program
  15011. this.bindSamplers(effect);
  15012. this._currentEffect = effect;
  15013. if (effect.onBind) {
  15014. effect.onBind(effect);
  15015. }
  15016. if (effect._onBindObservable) {
  15017. effect._onBindObservable.notifyObservers(effect);
  15018. }
  15019. };
  15020. /**
  15021. * Set the value of an uniform to an array of int32
  15022. * @param uniform defines the webGL uniform location where to store the value
  15023. * @param array defines the array of int32 to store
  15024. */
  15025. Engine.prototype.setIntArray = function (uniform, array) {
  15026. if (!uniform) {
  15027. return;
  15028. }
  15029. this._gl.uniform1iv(uniform, array);
  15030. };
  15031. /**
  15032. * Set the value of an uniform to an array of int32 (stored as vec2)
  15033. * @param uniform defines the webGL uniform location where to store the value
  15034. * @param array defines the array of int32 to store
  15035. */
  15036. Engine.prototype.setIntArray2 = function (uniform, array) {
  15037. if (!uniform || array.length % 2 !== 0) {
  15038. return;
  15039. }
  15040. this._gl.uniform2iv(uniform, array);
  15041. };
  15042. /**
  15043. * Set the value of an uniform to an array of int32 (stored as vec3)
  15044. * @param uniform defines the webGL uniform location where to store the value
  15045. * @param array defines the array of int32 to store
  15046. */
  15047. Engine.prototype.setIntArray3 = function (uniform, array) {
  15048. if (!uniform || array.length % 3 !== 0) {
  15049. return;
  15050. }
  15051. this._gl.uniform3iv(uniform, array);
  15052. };
  15053. /**
  15054. * Set the value of an uniform to an array of int32 (stored as vec4)
  15055. * @param uniform defines the webGL uniform location where to store the value
  15056. * @param array defines the array of int32 to store
  15057. */
  15058. Engine.prototype.setIntArray4 = function (uniform, array) {
  15059. if (!uniform || array.length % 4 !== 0) {
  15060. return;
  15061. }
  15062. this._gl.uniform4iv(uniform, array);
  15063. };
  15064. /**
  15065. * Set the value of an uniform to an array of float32
  15066. * @param uniform defines the webGL uniform location where to store the value
  15067. * @param array defines the array of float32 to store
  15068. */
  15069. Engine.prototype.setFloatArray = function (uniform, array) {
  15070. if (!uniform) {
  15071. return;
  15072. }
  15073. this._gl.uniform1fv(uniform, array);
  15074. };
  15075. /**
  15076. * Set the value of an uniform to an array of float32 (stored as vec2)
  15077. * @param uniform defines the webGL uniform location where to store the value
  15078. * @param array defines the array of float32 to store
  15079. */
  15080. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15081. if (!uniform || array.length % 2 !== 0) {
  15082. return;
  15083. }
  15084. this._gl.uniform2fv(uniform, array);
  15085. };
  15086. /**
  15087. * Set the value of an uniform to an array of float32 (stored as vec3)
  15088. * @param uniform defines the webGL uniform location where to store the value
  15089. * @param array defines the array of float32 to store
  15090. */
  15091. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15092. if (!uniform || array.length % 3 !== 0) {
  15093. return;
  15094. }
  15095. this._gl.uniform3fv(uniform, array);
  15096. };
  15097. /**
  15098. * Set the value of an uniform to an array of float32 (stored as vec4)
  15099. * @param uniform defines the webGL uniform location where to store the value
  15100. * @param array defines the array of float32 to store
  15101. */
  15102. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15103. if (!uniform || array.length % 4 !== 0) {
  15104. return;
  15105. }
  15106. this._gl.uniform4fv(uniform, array);
  15107. };
  15108. /**
  15109. * Set the value of an uniform to an array of number
  15110. * @param uniform defines the webGL uniform location where to store the value
  15111. * @param array defines the array of number to store
  15112. */
  15113. Engine.prototype.setArray = function (uniform, array) {
  15114. if (!uniform) {
  15115. return;
  15116. }
  15117. this._gl.uniform1fv(uniform, array);
  15118. };
  15119. /**
  15120. * Set the value of an uniform to an array of number (stored as vec2)
  15121. * @param uniform defines the webGL uniform location where to store the value
  15122. * @param array defines the array of number to store
  15123. */
  15124. Engine.prototype.setArray2 = function (uniform, array) {
  15125. if (!uniform || array.length % 2 !== 0) {
  15126. return;
  15127. }
  15128. this._gl.uniform2fv(uniform, array);
  15129. };
  15130. /**
  15131. * Set the value of an uniform to an array of number (stored as vec3)
  15132. * @param uniform defines the webGL uniform location where to store the value
  15133. * @param array defines the array of number to store
  15134. */
  15135. Engine.prototype.setArray3 = function (uniform, array) {
  15136. if (!uniform || array.length % 3 !== 0) {
  15137. return;
  15138. }
  15139. this._gl.uniform3fv(uniform, array);
  15140. };
  15141. /**
  15142. * Set the value of an uniform to an array of number (stored as vec4)
  15143. * @param uniform defines the webGL uniform location where to store the value
  15144. * @param array defines the array of number to store
  15145. */
  15146. Engine.prototype.setArray4 = function (uniform, array) {
  15147. if (!uniform || array.length % 4 !== 0) {
  15148. return;
  15149. }
  15150. this._gl.uniform4fv(uniform, array);
  15151. };
  15152. /**
  15153. * Set the value of an uniform to an array of float32 (stored as matrices)
  15154. * @param uniform defines the webGL uniform location where to store the value
  15155. * @param matrices defines the array of float32 to store
  15156. */
  15157. Engine.prototype.setMatrices = function (uniform, matrices) {
  15158. if (!uniform) {
  15159. return;
  15160. }
  15161. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15162. };
  15163. /**
  15164. * Set the value of an uniform to a matrix
  15165. * @param uniform defines the webGL uniform location where to store the value
  15166. * @param matrix defines the matrix to store
  15167. */
  15168. Engine.prototype.setMatrix = function (uniform, matrix) {
  15169. if (!uniform) {
  15170. return;
  15171. }
  15172. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15173. };
  15174. /**
  15175. * Set the value of an uniform to a matrix (3x3)
  15176. * @param uniform defines the webGL uniform location where to store the value
  15177. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15178. */
  15179. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15180. if (!uniform) {
  15181. return;
  15182. }
  15183. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15184. };
  15185. /**
  15186. * Set the value of an uniform to a matrix (2x2)
  15187. * @param uniform defines the webGL uniform location where to store the value
  15188. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15189. */
  15190. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15191. if (!uniform) {
  15192. return;
  15193. }
  15194. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15195. };
  15196. /**
  15197. * Set the value of an uniform to a number (int)
  15198. * @param uniform defines the webGL uniform location where to store the value
  15199. * @param value defines the int number to store
  15200. */
  15201. Engine.prototype.setInt = function (uniform, value) {
  15202. if (!uniform) {
  15203. return;
  15204. }
  15205. this._gl.uniform1i(uniform, value);
  15206. };
  15207. /**
  15208. * Set the value of an uniform to a number (float)
  15209. * @param uniform defines the webGL uniform location where to store the value
  15210. * @param value defines the float number to store
  15211. */
  15212. Engine.prototype.setFloat = function (uniform, value) {
  15213. if (!uniform) {
  15214. return;
  15215. }
  15216. this._gl.uniform1f(uniform, value);
  15217. };
  15218. /**
  15219. * Set the value of an uniform to a vec2
  15220. * @param uniform defines the webGL uniform location where to store the value
  15221. * @param x defines the 1st component of the value
  15222. * @param y defines the 2nd component of the value
  15223. */
  15224. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15225. if (!uniform) {
  15226. return;
  15227. }
  15228. this._gl.uniform2f(uniform, x, y);
  15229. };
  15230. /**
  15231. * Set the value of an uniform to a vec3
  15232. * @param uniform defines the webGL uniform location where to store the value
  15233. * @param x defines the 1st component of the value
  15234. * @param y defines the 2nd component of the value
  15235. * @param z defines the 3rd component of the value
  15236. */
  15237. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15238. if (!uniform) {
  15239. return;
  15240. }
  15241. this._gl.uniform3f(uniform, x, y, z);
  15242. };
  15243. /**
  15244. * Set the value of an uniform to a boolean
  15245. * @param uniform defines the webGL uniform location where to store the value
  15246. * @param bool defines the boolean to store
  15247. */
  15248. Engine.prototype.setBool = function (uniform, bool) {
  15249. if (!uniform) {
  15250. return;
  15251. }
  15252. this._gl.uniform1i(uniform, bool);
  15253. };
  15254. /**
  15255. * Set the value of an uniform to a vec4
  15256. * @param uniform defines the webGL uniform location where to store the value
  15257. * @param x defines the 1st component of the value
  15258. * @param y defines the 2nd component of the value
  15259. * @param z defines the 3rd component of the value
  15260. * @param w defines the 4th component of the value
  15261. */
  15262. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15263. if (!uniform) {
  15264. return;
  15265. }
  15266. this._gl.uniform4f(uniform, x, y, z, w);
  15267. };
  15268. /**
  15269. * Set the value of an uniform to a Color3
  15270. * @param uniform defines the webGL uniform location where to store the value
  15271. * @param color3 defines the color to store
  15272. */
  15273. Engine.prototype.setColor3 = function (uniform, color3) {
  15274. if (!uniform) {
  15275. return;
  15276. }
  15277. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15278. };
  15279. /**
  15280. * Set the value of an uniform to a Color3 and an alpha value
  15281. * @param uniform defines the webGL uniform location where to store the value
  15282. * @param color3 defines the color to store
  15283. * @param alpha defines the alpha component to store
  15284. */
  15285. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15286. if (!uniform) {
  15287. return;
  15288. }
  15289. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15290. };
  15291. /**
  15292. * Sets a Color4 on a uniform variable
  15293. * @param uniform defines the uniform location
  15294. * @param color4 defines the value to be set
  15295. */
  15296. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15297. if (!uniform) {
  15298. return;
  15299. }
  15300. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15301. };
  15302. // States
  15303. /**
  15304. * Set various states to the webGL context
  15305. * @param culling defines backface culling state
  15306. * @param zOffset defines the value to apply to zOffset (0 by default)
  15307. * @param force defines if states must be applied even if cache is up to date
  15308. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15309. */
  15310. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15311. if (zOffset === void 0) { zOffset = 0; }
  15312. if (reverseSide === void 0) { reverseSide = false; }
  15313. // Culling
  15314. if (this._depthCullingState.cull !== culling || force) {
  15315. this._depthCullingState.cull = culling;
  15316. }
  15317. // Cull face
  15318. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15319. if (this._depthCullingState.cullFace !== cullFace || force) {
  15320. this._depthCullingState.cullFace = cullFace;
  15321. }
  15322. // Z offset
  15323. this.setZOffset(zOffset);
  15324. // Front face
  15325. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15326. if (this._depthCullingState.frontFace !== frontFace || force) {
  15327. this._depthCullingState.frontFace = frontFace;
  15328. }
  15329. };
  15330. /**
  15331. * Set the z offset to apply to current rendering
  15332. * @param value defines the offset to apply
  15333. */
  15334. Engine.prototype.setZOffset = function (value) {
  15335. this._depthCullingState.zOffset = value;
  15336. };
  15337. /**
  15338. * Gets the current value of the zOffset
  15339. * @returns the current zOffset state
  15340. */
  15341. Engine.prototype.getZOffset = function () {
  15342. return this._depthCullingState.zOffset;
  15343. };
  15344. /**
  15345. * Enable or disable depth buffering
  15346. * @param enable defines the state to set
  15347. */
  15348. Engine.prototype.setDepthBuffer = function (enable) {
  15349. this._depthCullingState.depthTest = enable;
  15350. };
  15351. /**
  15352. * Gets a boolean indicating if depth writing is enabled
  15353. * @returns the current depth writing state
  15354. */
  15355. Engine.prototype.getDepthWrite = function () {
  15356. return this._depthCullingState.depthMask;
  15357. };
  15358. /**
  15359. * Enable or disable depth writing
  15360. * @param enable defines the state to set
  15361. */
  15362. Engine.prototype.setDepthWrite = function (enable) {
  15363. this._depthCullingState.depthMask = enable;
  15364. };
  15365. /**
  15366. * Enable or disable color writing
  15367. * @param enable defines the state to set
  15368. */
  15369. Engine.prototype.setColorWrite = function (enable) {
  15370. this._gl.colorMask(enable, enable, enable, enable);
  15371. this._colorWrite = enable;
  15372. };
  15373. /**
  15374. * Gets a boolean indicating if color writing is enabled
  15375. * @returns the current color writing state
  15376. */
  15377. Engine.prototype.getColorWrite = function () {
  15378. return this._colorWrite;
  15379. };
  15380. /**
  15381. * Sets alpha constants used by some alpha blending modes
  15382. * @param r defines the red component
  15383. * @param g defines the green component
  15384. * @param b defines the blue component
  15385. * @param a defines the alpha component
  15386. */
  15387. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15388. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15389. };
  15390. /**
  15391. * Sets the current alpha mode
  15392. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15393. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15394. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15395. */
  15396. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15397. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15398. if (this._alphaMode === mode) {
  15399. return;
  15400. }
  15401. switch (mode) {
  15402. case Engine.ALPHA_DISABLE:
  15403. this._alphaState.alphaBlend = false;
  15404. break;
  15405. case Engine.ALPHA_PREMULTIPLIED:
  15406. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15407. this._alphaState.alphaBlend = true;
  15408. break;
  15409. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15410. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15411. this._alphaState.alphaBlend = true;
  15412. break;
  15413. case Engine.ALPHA_COMBINE:
  15414. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15415. this._alphaState.alphaBlend = true;
  15416. break;
  15417. case Engine.ALPHA_ONEONE:
  15418. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15419. this._alphaState.alphaBlend = true;
  15420. break;
  15421. case Engine.ALPHA_ADD:
  15422. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15423. this._alphaState.alphaBlend = true;
  15424. break;
  15425. case Engine.ALPHA_SUBTRACT:
  15426. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15427. this._alphaState.alphaBlend = true;
  15428. break;
  15429. case Engine.ALPHA_MULTIPLY:
  15430. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15431. this._alphaState.alphaBlend = true;
  15432. break;
  15433. case Engine.ALPHA_MAXIMIZED:
  15434. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15435. this._alphaState.alphaBlend = true;
  15436. break;
  15437. case Engine.ALPHA_INTERPOLATE:
  15438. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15439. this._alphaState.alphaBlend = true;
  15440. break;
  15441. case Engine.ALPHA_SCREENMODE:
  15442. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15443. this._alphaState.alphaBlend = true;
  15444. break;
  15445. }
  15446. if (!noDepthWriteChange) {
  15447. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15448. }
  15449. this._alphaMode = mode;
  15450. };
  15451. /**
  15452. * Gets the current alpha mode
  15453. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15454. * @returns the current alpha mode
  15455. */
  15456. Engine.prototype.getAlphaMode = function () {
  15457. return this._alphaMode;
  15458. };
  15459. // Textures
  15460. /**
  15461. * Clears the list of texture accessible through engine.
  15462. * This can help preventing texture load conflict due to name collision.
  15463. */
  15464. Engine.prototype.clearInternalTexturesCache = function () {
  15465. this._internalTexturesCache = [];
  15466. };
  15467. /**
  15468. * Force the entire cache to be cleared
  15469. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15470. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15471. */
  15472. Engine.prototype.wipeCaches = function (bruteForce) {
  15473. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15474. return;
  15475. }
  15476. this._currentEffect = null;
  15477. this._viewportCached.x = 0;
  15478. this._viewportCached.y = 0;
  15479. this._viewportCached.z = 0;
  15480. this._viewportCached.w = 0;
  15481. if (bruteForce) {
  15482. this.resetTextureCache();
  15483. this._currentProgram = null;
  15484. this._stencilState.reset();
  15485. this._depthCullingState.reset();
  15486. this.setDepthFunctionToLessOrEqual();
  15487. this._alphaState.reset();
  15488. this._unpackFlipYCached = null;
  15489. }
  15490. this._resetVertexBufferBinding();
  15491. this._cachedIndexBuffer = null;
  15492. this._cachedEffectForVertexBuffers = null;
  15493. this._unbindVertexArrayObject();
  15494. this.bindIndexBuffer(null);
  15495. };
  15496. /**
  15497. * Set the compressed texture format to use, based on the formats you have, and the formats
  15498. * supported by the hardware / browser.
  15499. *
  15500. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15501. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15502. * to API arguments needed to compressed textures. This puts the burden on the container
  15503. * generator to house the arcane code for determining these for current & future formats.
  15504. *
  15505. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15506. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15507. *
  15508. * Note: The result of this call is not taken into account when a texture is base64.
  15509. *
  15510. * @param formatsAvailable defines the list of those format families you have created
  15511. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15512. *
  15513. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15514. * @returns The extension selected.
  15515. */
  15516. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15517. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15518. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15519. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15520. return this._textureFormatInUse = this._texturesSupported[i];
  15521. }
  15522. }
  15523. }
  15524. // actively set format to nothing, to allow this to be called more than once
  15525. // and possibly fail the 2nd time
  15526. this._textureFormatInUse = null;
  15527. return null;
  15528. };
  15529. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15530. var gl = this._gl;
  15531. var magFilter = gl.NEAREST;
  15532. var minFilter = gl.NEAREST;
  15533. switch (samplingMode) {
  15534. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15535. magFilter = gl.LINEAR;
  15536. if (generateMipMaps) {
  15537. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15538. }
  15539. else {
  15540. minFilter = gl.LINEAR;
  15541. }
  15542. break;
  15543. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15544. magFilter = gl.LINEAR;
  15545. if (generateMipMaps) {
  15546. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15547. }
  15548. else {
  15549. minFilter = gl.LINEAR;
  15550. }
  15551. break;
  15552. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15553. magFilter = gl.NEAREST;
  15554. if (generateMipMaps) {
  15555. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15556. }
  15557. else {
  15558. minFilter = gl.NEAREST;
  15559. }
  15560. break;
  15561. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15562. magFilter = gl.NEAREST;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.NEAREST;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15571. magFilter = gl.NEAREST;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15574. }
  15575. else {
  15576. minFilter = gl.LINEAR;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15580. magFilter = gl.NEAREST;
  15581. if (generateMipMaps) {
  15582. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15583. }
  15584. else {
  15585. minFilter = gl.LINEAR;
  15586. }
  15587. break;
  15588. case Engine.TEXTURE_NEAREST_LINEAR:
  15589. magFilter = gl.NEAREST;
  15590. minFilter = gl.LINEAR;
  15591. break;
  15592. case Engine.TEXTURE_NEAREST_NEAREST:
  15593. magFilter = gl.NEAREST;
  15594. minFilter = gl.NEAREST;
  15595. break;
  15596. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15597. magFilter = gl.LINEAR;
  15598. if (generateMipMaps) {
  15599. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15600. }
  15601. else {
  15602. minFilter = gl.NEAREST;
  15603. }
  15604. break;
  15605. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15606. magFilter = gl.LINEAR;
  15607. if (generateMipMaps) {
  15608. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15609. }
  15610. else {
  15611. minFilter = gl.NEAREST;
  15612. }
  15613. break;
  15614. case Engine.TEXTURE_LINEAR_LINEAR:
  15615. magFilter = gl.LINEAR;
  15616. minFilter = gl.LINEAR;
  15617. break;
  15618. case Engine.TEXTURE_LINEAR_NEAREST:
  15619. magFilter = gl.LINEAR;
  15620. minFilter = gl.NEAREST;
  15621. break;
  15622. }
  15623. return {
  15624. min: minFilter,
  15625. mag: magFilter
  15626. };
  15627. };
  15628. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15629. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15630. var img;
  15631. var onload = function () {
  15632. loadedImages[index] = img;
  15633. loadedImages._internalCount++;
  15634. if (scene) {
  15635. scene._removePendingData(img);
  15636. }
  15637. if (loadedImages._internalCount === 6) {
  15638. onfinish(loadedImages);
  15639. }
  15640. };
  15641. var onerror = function (message, exception) {
  15642. if (scene) {
  15643. scene._removePendingData(img);
  15644. }
  15645. if (onErrorCallBack) {
  15646. onErrorCallBack(message, exception);
  15647. }
  15648. };
  15649. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15650. if (scene) {
  15651. scene._addPendingData(img);
  15652. }
  15653. };
  15654. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15655. if (onError === void 0) { onError = null; }
  15656. var loadedImages = [];
  15657. loadedImages._internalCount = 0;
  15658. for (var index = 0; index < 6; index++) {
  15659. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15660. }
  15661. };
  15662. /** @hidden */
  15663. Engine.prototype._createTexture = function () {
  15664. var texture = this._gl.createTexture();
  15665. if (!texture) {
  15666. throw new Error("Unable to create texture");
  15667. }
  15668. return texture;
  15669. };
  15670. /**
  15671. * Usually called from BABYLON.Texture.ts.
  15672. * Passed information to create a WebGLTexture
  15673. * @param urlArg defines a value which contains one of the following:
  15674. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15675. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15676. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15677. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15678. * @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)
  15679. * @param scene needed for loading to the correct scene
  15680. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15681. * @param onLoad optional callback to be called upon successful completion
  15682. * @param onError optional callback to be called upon failure
  15683. * @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
  15684. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15685. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15686. * @param forcedExtension defines the extension to use to pick the right loader
  15687. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15688. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15689. */
  15690. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15691. var _this = this;
  15692. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15693. if (onLoad === void 0) { onLoad = null; }
  15694. if (onError === void 0) { onError = null; }
  15695. if (buffer === void 0) { buffer = null; }
  15696. if (fallback === void 0) { fallback = null; }
  15697. if (format === void 0) { format = null; }
  15698. if (forcedExtension === void 0) { forcedExtension = null; }
  15699. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15700. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15701. var fromData = url.substr(0, 5) === "data:";
  15702. var fromBlob = url.substr(0, 5) === "blob:";
  15703. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15704. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15705. // establish the file extension, if possible
  15706. var lastDot = url.lastIndexOf('.');
  15707. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15708. var loader = null;
  15709. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15710. var availableLoader = _a[_i];
  15711. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15712. loader = availableLoader;
  15713. break;
  15714. }
  15715. }
  15716. if (loader) {
  15717. url = loader.transformUrl(url, this._textureFormatInUse);
  15718. }
  15719. if (scene) {
  15720. scene._addPendingData(texture);
  15721. }
  15722. texture.url = url;
  15723. texture.generateMipMaps = !noMipmap;
  15724. texture.samplingMode = samplingMode;
  15725. texture.invertY = invertY;
  15726. if (!this._doNotHandleContextLost) {
  15727. // Keep a link to the buffer only if we plan to handle context lost
  15728. texture._buffer = buffer;
  15729. }
  15730. var onLoadObserver = null;
  15731. if (onLoad && !fallback) {
  15732. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15733. }
  15734. if (!fallback) {
  15735. this._internalTexturesCache.push(texture);
  15736. }
  15737. var onInternalError = function (message, exception) {
  15738. if (scene) {
  15739. scene._removePendingData(texture);
  15740. }
  15741. var customFallback = false;
  15742. if (loader) {
  15743. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15744. if (fallbackUrl) {
  15745. // Add Back
  15746. customFallback = true;
  15747. excludeLoaders.push(loader);
  15748. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15749. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15750. return;
  15751. }
  15752. }
  15753. if (!customFallback) {
  15754. if (onLoadObserver) {
  15755. texture.onLoadedObservable.remove(onLoadObserver);
  15756. }
  15757. if (BABYLON.Tools.UseFallbackTexture) {
  15758. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15759. return;
  15760. }
  15761. }
  15762. if (onError) {
  15763. onError(message || "Unknown error", exception);
  15764. }
  15765. };
  15766. // processing for non-image formats
  15767. if (loader) {
  15768. var callback = function (data) {
  15769. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15770. if (loadFailed) {
  15771. onInternalError("TextureLoader failed to load data");
  15772. }
  15773. else {
  15774. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15775. done();
  15776. return false;
  15777. }, samplingMode);
  15778. }
  15779. });
  15780. };
  15781. if (!buffer) {
  15782. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15783. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15784. });
  15785. }
  15786. else {
  15787. callback(buffer);
  15788. }
  15789. }
  15790. else {
  15791. var onload = function (img) {
  15792. if (fromBlob && !_this._doNotHandleContextLost) {
  15793. // We need to store the image if we need to rebuild the texture
  15794. // in case of a webgl context lost
  15795. texture._buffer = img;
  15796. }
  15797. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15798. var gl = _this._gl;
  15799. var isPot = (img.width === potWidth && img.height === potHeight);
  15800. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15801. if (isPot) {
  15802. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15803. return false;
  15804. }
  15805. var maxTextureSize = _this._caps.maxTextureSize;
  15806. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15807. _this._prepareWorkingCanvas();
  15808. if (!_this._workingCanvas || !_this._workingContext) {
  15809. return false;
  15810. }
  15811. _this._workingCanvas.width = potWidth;
  15812. _this._workingCanvas.height = potHeight;
  15813. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15814. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15815. texture.width = potWidth;
  15816. texture.height = potHeight;
  15817. return false;
  15818. }
  15819. else {
  15820. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15821. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15822. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15823. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15824. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15825. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15826. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15827. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15828. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15829. _this._releaseTexture(source_1);
  15830. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15831. continuationCallback();
  15832. });
  15833. }
  15834. return true;
  15835. }, samplingMode);
  15836. };
  15837. if (!fromData || isBase64) {
  15838. if (buffer instanceof HTMLImageElement) {
  15839. onload(buffer);
  15840. }
  15841. else {
  15842. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15843. }
  15844. }
  15845. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15846. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15847. }
  15848. else {
  15849. onload(buffer);
  15850. }
  15851. }
  15852. return texture;
  15853. };
  15854. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15855. var _this = this;
  15856. var rtt = this.createRenderTargetTexture({
  15857. width: destination.width,
  15858. height: destination.height,
  15859. }, {
  15860. generateMipMaps: false,
  15861. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15862. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15863. generateDepthBuffer: false,
  15864. generateStencilBuffer: false
  15865. });
  15866. if (!this._rescalePostProcess) {
  15867. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15868. }
  15869. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15870. _this._rescalePostProcess.onApply = function (effect) {
  15871. effect._bindTexture("textureSampler", source);
  15872. };
  15873. var hostingScene = scene;
  15874. if (!hostingScene) {
  15875. hostingScene = _this.scenes[_this.scenes.length - 1];
  15876. }
  15877. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15878. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15879. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15880. _this.unBindFramebuffer(rtt);
  15881. _this._releaseTexture(rtt);
  15882. if (onComplete) {
  15883. onComplete();
  15884. }
  15885. });
  15886. };
  15887. /**
  15888. * Update a raw texture
  15889. * @param texture defines the texture to update
  15890. * @param data defines the data to store in the texture
  15891. * @param format defines the format of the data
  15892. * @param invertY defines if data must be stored with Y axis inverted
  15893. * @param compression defines the compression used (null by default)
  15894. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15895. */
  15896. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15897. if (compression === void 0) { compression = null; }
  15898. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15899. if (!texture) {
  15900. return;
  15901. }
  15902. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15903. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15904. // babylon's internalFormat but gl's texImage2D format
  15905. var internalFormat = this._getInternalFormat(format);
  15906. var textureType = this._getWebGLTextureType(type);
  15907. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15908. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15909. if (!this._doNotHandleContextLost) {
  15910. texture._bufferView = data;
  15911. texture.format = format;
  15912. texture.type = type;
  15913. texture.invertY = invertY;
  15914. texture._compression = compression;
  15915. }
  15916. if (texture.width % 4 !== 0) {
  15917. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15918. }
  15919. if (compression && data) {
  15920. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15921. }
  15922. else {
  15923. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15924. }
  15925. if (texture.generateMipMaps) {
  15926. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15927. }
  15928. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15929. // this.resetTextureCache();
  15930. texture.isReady = true;
  15931. };
  15932. /**
  15933. * Creates a raw texture
  15934. * @param data defines the data to store in the texture
  15935. * @param width defines the width of the texture
  15936. * @param height defines the height of the texture
  15937. * @param format defines the format of the data
  15938. * @param generateMipMaps defines if the engine should generate the mip levels
  15939. * @param invertY defines if data must be stored with Y axis inverted
  15940. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15941. * @param compression defines the compression used (null by default)
  15942. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15943. * @returns the raw texture inside an InternalTexture
  15944. */
  15945. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15946. if (compression === void 0) { compression = null; }
  15947. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15948. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15949. texture.baseWidth = width;
  15950. texture.baseHeight = height;
  15951. texture.width = width;
  15952. texture.height = height;
  15953. texture.format = format;
  15954. texture.generateMipMaps = generateMipMaps;
  15955. texture.samplingMode = samplingMode;
  15956. texture.invertY = invertY;
  15957. texture._compression = compression;
  15958. texture.type = type;
  15959. if (!this._doNotHandleContextLost) {
  15960. texture._bufferView = data;
  15961. }
  15962. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15963. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15964. // Filters
  15965. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15966. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15967. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15968. if (generateMipMaps) {
  15969. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15970. }
  15971. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15972. this._internalTexturesCache.push(texture);
  15973. return texture;
  15974. };
  15975. /** @hidden */
  15976. Engine.prototype._unpackFlipY = function (value) {
  15977. if (this._unpackFlipYCached !== value) {
  15978. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15979. if (this.enableUnpackFlipYCached) {
  15980. this._unpackFlipYCached = value;
  15981. }
  15982. }
  15983. };
  15984. /** @hidden */
  15985. Engine.prototype._getUnpackAlignement = function () {
  15986. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15987. };
  15988. /**
  15989. * Creates a dynamic texture
  15990. * @param width defines the width of the texture
  15991. * @param height defines the height of the texture
  15992. * @param generateMipMaps defines if the engine should generate the mip levels
  15993. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15994. * @returns the dynamic texture inside an InternalTexture
  15995. */
  15996. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15997. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15998. texture.baseWidth = width;
  15999. texture.baseHeight = height;
  16000. if (generateMipMaps) {
  16001. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16002. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16003. }
  16004. // this.resetTextureCache();
  16005. texture.width = width;
  16006. texture.height = height;
  16007. texture.isReady = false;
  16008. texture.generateMipMaps = generateMipMaps;
  16009. texture.samplingMode = samplingMode;
  16010. this.updateTextureSamplingMode(samplingMode, texture);
  16011. this._internalTexturesCache.push(texture);
  16012. return texture;
  16013. };
  16014. /**
  16015. * Update the sampling mode of a given texture
  16016. * @param samplingMode defines the required sampling mode
  16017. * @param texture defines the texture to update
  16018. */
  16019. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16020. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16021. if (texture.isCube) {
  16022. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16023. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16024. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16025. }
  16026. else if (texture.is3D) {
  16027. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16028. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16029. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16030. }
  16031. else {
  16032. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16033. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16034. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16035. }
  16036. texture.samplingMode = samplingMode;
  16037. };
  16038. /**
  16039. * Update the content of a dynamic texture
  16040. * @param texture defines the texture to update
  16041. * @param canvas defines the canvas containing the source
  16042. * @param invertY defines if data must be stored with Y axis inverted
  16043. * @param premulAlpha defines if alpha is stored as premultiplied
  16044. * @param format defines the format of the data
  16045. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16046. */
  16047. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16048. if (premulAlpha === void 0) { premulAlpha = false; }
  16049. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16050. if (!texture) {
  16051. return;
  16052. }
  16053. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16054. this._unpackFlipY(invertY);
  16055. if (premulAlpha) {
  16056. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16057. }
  16058. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16059. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16060. if (texture.generateMipMaps) {
  16061. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16062. }
  16063. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16064. if (premulAlpha) {
  16065. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16066. }
  16067. texture.isReady = true;
  16068. };
  16069. /**
  16070. * Update a video texture
  16071. * @param texture defines the texture to update
  16072. * @param video defines the video element to use
  16073. * @param invertY defines if data must be stored with Y axis inverted
  16074. */
  16075. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16076. if (!texture || texture._isDisabled) {
  16077. return;
  16078. }
  16079. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16080. this._unpackFlipY(!invertY); // Video are upside down by default
  16081. try {
  16082. // Testing video texture support
  16083. if (this._videoTextureSupported === undefined) {
  16084. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16085. if (this._gl.getError() !== 0) {
  16086. this._videoTextureSupported = false;
  16087. }
  16088. else {
  16089. this._videoTextureSupported = true;
  16090. }
  16091. }
  16092. // Copy video through the current working canvas if video texture is not supported
  16093. if (!this._videoTextureSupported) {
  16094. if (!texture._workingCanvas) {
  16095. texture._workingCanvas = document.createElement("canvas");
  16096. var context = texture._workingCanvas.getContext("2d");
  16097. if (!context) {
  16098. throw new Error("Unable to get 2d context");
  16099. }
  16100. texture._workingContext = context;
  16101. texture._workingCanvas.width = texture.width;
  16102. texture._workingCanvas.height = texture.height;
  16103. }
  16104. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16105. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16106. }
  16107. else {
  16108. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16109. }
  16110. if (texture.generateMipMaps) {
  16111. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16112. }
  16113. if (!wasPreviouslyBound) {
  16114. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16115. }
  16116. // this.resetTextureCache();
  16117. texture.isReady = true;
  16118. }
  16119. catch (ex) {
  16120. // Something unexpected
  16121. // Let's disable the texture
  16122. texture._isDisabled = true;
  16123. }
  16124. };
  16125. /**
  16126. * Updates a depth texture Comparison Mode and Function.
  16127. * If the comparison Function is equal to 0, the mode will be set to none.
  16128. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16129. * @param texture The texture to set the comparison function for
  16130. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16131. */
  16132. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16133. if (this.webGLVersion === 1) {
  16134. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16135. return;
  16136. }
  16137. var gl = this._gl;
  16138. if (texture.isCube) {
  16139. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16140. if (comparisonFunction === 0) {
  16141. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16142. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16143. }
  16144. else {
  16145. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16146. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16147. }
  16148. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16149. }
  16150. else {
  16151. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16152. if (comparisonFunction === 0) {
  16153. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16154. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16155. }
  16156. else {
  16157. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16158. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16159. }
  16160. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16161. }
  16162. texture._comparisonFunction = comparisonFunction;
  16163. };
  16164. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16165. var width = size.width || size;
  16166. var height = size.height || size;
  16167. internalTexture.baseWidth = width;
  16168. internalTexture.baseHeight = height;
  16169. internalTexture.width = width;
  16170. internalTexture.height = height;
  16171. internalTexture.isReady = true;
  16172. internalTexture.samples = 1;
  16173. internalTexture.generateMipMaps = false;
  16174. internalTexture._generateDepthBuffer = true;
  16175. internalTexture._generateStencilBuffer = generateStencil;
  16176. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16177. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16178. internalTexture._comparisonFunction = comparisonFunction;
  16179. var gl = this._gl;
  16180. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16181. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16182. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16183. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16184. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16185. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16186. if (comparisonFunction === 0) {
  16187. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16188. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16189. }
  16190. else {
  16191. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16192. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16193. }
  16194. };
  16195. /**
  16196. * Creates a depth stencil texture.
  16197. * This is only available in WebGL 2 or with the depth texture extension available.
  16198. * @param size The size of face edge in the texture.
  16199. * @param options The options defining the texture.
  16200. * @returns The texture
  16201. */
  16202. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16203. if (options.isCube) {
  16204. var width = size.width || size;
  16205. return this._createDepthStencilCubeTexture(width, options);
  16206. }
  16207. else {
  16208. return this._createDepthStencilTexture(size, options);
  16209. }
  16210. };
  16211. /**
  16212. * Creates a depth stencil texture.
  16213. * This is only available in WebGL 2 or with the depth texture extension available.
  16214. * @param size The size of face edge in the texture.
  16215. * @param options The options defining the texture.
  16216. * @returns The texture
  16217. */
  16218. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16219. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16220. if (!this._caps.depthTextureExtension) {
  16221. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16222. return internalTexture;
  16223. }
  16224. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16225. var gl = this._gl;
  16226. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16227. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16228. if (this.webGLVersion > 1) {
  16229. if (internalOptions.generateStencil) {
  16230. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16231. }
  16232. else {
  16233. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16234. }
  16235. }
  16236. else {
  16237. if (internalOptions.generateStencil) {
  16238. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16239. }
  16240. else {
  16241. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16242. }
  16243. }
  16244. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16245. return internalTexture;
  16246. };
  16247. /**
  16248. * Creates a depth stencil cube texture.
  16249. * This is only available in WebGL 2.
  16250. * @param size The size of face edge in the cube texture.
  16251. * @param options The options defining the cube texture.
  16252. * @returns The cube texture
  16253. */
  16254. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16255. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16256. internalTexture.isCube = true;
  16257. if (this.webGLVersion === 1) {
  16258. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16259. return internalTexture;
  16260. }
  16261. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16262. var gl = this._gl;
  16263. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16264. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16265. // Create the depth/stencil buffer
  16266. for (var face = 0; face < 6; face++) {
  16267. if (internalOptions.generateStencil) {
  16268. 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);
  16269. }
  16270. else {
  16271. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16272. }
  16273. }
  16274. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16275. return internalTexture;
  16276. };
  16277. /**
  16278. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16279. * @param renderTarget The render target to set the frame buffer for
  16280. */
  16281. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16282. // Create the framebuffer
  16283. var internalTexture = renderTarget.getInternalTexture();
  16284. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16285. return;
  16286. }
  16287. var gl = this._gl;
  16288. var depthStencilTexture = renderTarget.depthStencilTexture;
  16289. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16290. if (depthStencilTexture.isCube) {
  16291. if (depthStencilTexture._generateStencilBuffer) {
  16292. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16293. }
  16294. else {
  16295. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16296. }
  16297. }
  16298. else {
  16299. if (depthStencilTexture._generateStencilBuffer) {
  16300. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16301. }
  16302. else {
  16303. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16304. }
  16305. }
  16306. this.bindUnboundFramebuffer(null);
  16307. };
  16308. /**
  16309. * Creates a new render target texture
  16310. * @param size defines the size of the texture
  16311. * @param options defines the options used to create the texture
  16312. * @returns a new render target texture stored in an InternalTexture
  16313. */
  16314. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16315. var fullOptions = new RenderTargetCreationOptions();
  16316. if (options !== undefined && typeof options === "object") {
  16317. fullOptions.generateMipMaps = options.generateMipMaps;
  16318. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16319. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16320. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16321. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16322. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16323. }
  16324. else {
  16325. fullOptions.generateMipMaps = options;
  16326. fullOptions.generateDepthBuffer = true;
  16327. fullOptions.generateStencilBuffer = false;
  16328. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16329. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16330. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16331. }
  16332. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16333. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16334. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16335. }
  16336. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16337. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16338. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16339. }
  16340. var gl = this._gl;
  16341. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16342. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16343. var width = size.width || size;
  16344. var height = size.height || size;
  16345. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16346. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16347. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16348. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16349. }
  16350. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16351. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16352. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16353. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16354. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16355. // Create the framebuffer
  16356. var currentFrameBuffer = this._currentFramebuffer;
  16357. var framebuffer = gl.createFramebuffer();
  16358. this.bindUnboundFramebuffer(framebuffer);
  16359. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16360. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16361. if (fullOptions.generateMipMaps) {
  16362. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16363. }
  16364. // Unbind
  16365. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16366. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16367. this.bindUnboundFramebuffer(currentFrameBuffer);
  16368. texture._framebuffer = framebuffer;
  16369. texture.baseWidth = width;
  16370. texture.baseHeight = height;
  16371. texture.width = width;
  16372. texture.height = height;
  16373. texture.isReady = true;
  16374. texture.samples = 1;
  16375. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16376. texture.samplingMode = fullOptions.samplingMode;
  16377. texture.type = fullOptions.type;
  16378. texture.format = fullOptions.format;
  16379. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16380. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16381. // this.resetTextureCache();
  16382. this._internalTexturesCache.push(texture);
  16383. return texture;
  16384. };
  16385. /**
  16386. * Create a multi render target texture
  16387. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16388. * @param size defines the size of the texture
  16389. * @param options defines the creation options
  16390. * @returns the cube texture as an InternalTexture
  16391. */
  16392. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16393. var generateMipMaps = false;
  16394. var generateDepthBuffer = true;
  16395. var generateStencilBuffer = false;
  16396. var generateDepthTexture = false;
  16397. var textureCount = 1;
  16398. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16399. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16400. var types = new Array();
  16401. var samplingModes = new Array();
  16402. if (options !== undefined) {
  16403. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16404. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16405. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16406. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16407. textureCount = options.textureCount || 1;
  16408. if (options.types) {
  16409. types = options.types;
  16410. }
  16411. if (options.samplingModes) {
  16412. samplingModes = options.samplingModes;
  16413. }
  16414. }
  16415. var gl = this._gl;
  16416. // Create the framebuffer
  16417. var framebuffer = gl.createFramebuffer();
  16418. this.bindUnboundFramebuffer(framebuffer);
  16419. var width = size.width || size;
  16420. var height = size.height || size;
  16421. var textures = [];
  16422. var attachments = [];
  16423. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16424. for (var i = 0; i < textureCount; i++) {
  16425. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16426. var type = types[i] || defaultType;
  16427. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16428. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16429. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16430. }
  16431. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16432. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16433. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16434. }
  16435. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16436. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16437. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16438. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16439. }
  16440. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16441. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16442. textures.push(texture);
  16443. attachments.push(attachment);
  16444. gl.activeTexture(gl["TEXTURE" + i]);
  16445. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16446. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16447. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16448. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16449. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16450. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16451. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16452. if (generateMipMaps) {
  16453. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16454. }
  16455. // Unbind
  16456. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16457. texture._framebuffer = framebuffer;
  16458. texture._depthStencilBuffer = depthStencilBuffer;
  16459. texture.baseWidth = width;
  16460. texture.baseHeight = height;
  16461. texture.width = width;
  16462. texture.height = height;
  16463. texture.isReady = true;
  16464. texture.samples = 1;
  16465. texture.generateMipMaps = generateMipMaps;
  16466. texture.samplingMode = samplingMode;
  16467. texture.type = type;
  16468. texture._generateDepthBuffer = generateDepthBuffer;
  16469. texture._generateStencilBuffer = generateStencilBuffer;
  16470. texture._attachments = attachments;
  16471. this._internalTexturesCache.push(texture);
  16472. }
  16473. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16474. // Depth texture
  16475. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16476. gl.activeTexture(gl.TEXTURE0);
  16477. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16478. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16479. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16480. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16481. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16482. 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);
  16483. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16484. depthTexture._framebuffer = framebuffer;
  16485. depthTexture.baseWidth = width;
  16486. depthTexture.baseHeight = height;
  16487. depthTexture.width = width;
  16488. depthTexture.height = height;
  16489. depthTexture.isReady = true;
  16490. depthTexture.samples = 1;
  16491. depthTexture.generateMipMaps = generateMipMaps;
  16492. depthTexture.samplingMode = gl.NEAREST;
  16493. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16494. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16495. textures.push(depthTexture);
  16496. this._internalTexturesCache.push(depthTexture);
  16497. }
  16498. gl.drawBuffers(attachments);
  16499. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16500. this.bindUnboundFramebuffer(null);
  16501. this.resetTextureCache();
  16502. return textures;
  16503. };
  16504. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16505. if (samples === void 0) { samples = 1; }
  16506. var depthStencilBuffer = null;
  16507. var gl = this._gl;
  16508. // Create the depth/stencil buffer
  16509. if (generateStencilBuffer) {
  16510. depthStencilBuffer = gl.createRenderbuffer();
  16511. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16512. if (samples > 1) {
  16513. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16514. }
  16515. else {
  16516. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16517. }
  16518. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16519. }
  16520. else if (generateDepthBuffer) {
  16521. depthStencilBuffer = gl.createRenderbuffer();
  16522. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16523. if (samples > 1) {
  16524. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16525. }
  16526. else {
  16527. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16528. }
  16529. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16530. }
  16531. return depthStencilBuffer;
  16532. };
  16533. /**
  16534. * Updates the sample count of a render target texture
  16535. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16536. * @param texture defines the texture to update
  16537. * @param samples defines the sample count to set
  16538. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16539. */
  16540. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16541. if (this.webGLVersion < 2 || !texture) {
  16542. return 1;
  16543. }
  16544. if (texture.samples === samples) {
  16545. return samples;
  16546. }
  16547. var gl = this._gl;
  16548. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16549. // Dispose previous render buffers
  16550. if (texture._depthStencilBuffer) {
  16551. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16552. texture._depthStencilBuffer = null;
  16553. }
  16554. if (texture._MSAAFramebuffer) {
  16555. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16556. texture._MSAAFramebuffer = null;
  16557. }
  16558. if (texture._MSAARenderBuffer) {
  16559. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16560. texture._MSAARenderBuffer = null;
  16561. }
  16562. if (samples > 1) {
  16563. var framebuffer = gl.createFramebuffer();
  16564. if (!framebuffer) {
  16565. throw new Error("Unable to create multi sampled framebuffer");
  16566. }
  16567. texture._MSAAFramebuffer = framebuffer;
  16568. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16569. var colorRenderbuffer = gl.createRenderbuffer();
  16570. if (!colorRenderbuffer) {
  16571. throw new Error("Unable to create multi sampled framebuffer");
  16572. }
  16573. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16574. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16575. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16576. texture._MSAARenderBuffer = colorRenderbuffer;
  16577. }
  16578. else {
  16579. this.bindUnboundFramebuffer(texture._framebuffer);
  16580. }
  16581. texture.samples = samples;
  16582. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16583. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16584. this.bindUnboundFramebuffer(null);
  16585. return samples;
  16586. };
  16587. /**
  16588. * Update the sample count for a given multiple render target texture
  16589. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16590. * @param textures defines the textures to update
  16591. * @param samples defines the sample count to set
  16592. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16593. */
  16594. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16595. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16596. return 1;
  16597. }
  16598. if (textures[0].samples === samples) {
  16599. return samples;
  16600. }
  16601. var gl = this._gl;
  16602. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16603. // Dispose previous render buffers
  16604. if (textures[0]._depthStencilBuffer) {
  16605. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16606. textures[0]._depthStencilBuffer = null;
  16607. }
  16608. if (textures[0]._MSAAFramebuffer) {
  16609. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16610. textures[0]._MSAAFramebuffer = null;
  16611. }
  16612. for (var i = 0; i < textures.length; i++) {
  16613. if (textures[i]._MSAARenderBuffer) {
  16614. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16615. textures[i]._MSAARenderBuffer = null;
  16616. }
  16617. }
  16618. if (samples > 1) {
  16619. var framebuffer = gl.createFramebuffer();
  16620. if (!framebuffer) {
  16621. throw new Error("Unable to create multi sampled framebuffer");
  16622. }
  16623. this.bindUnboundFramebuffer(framebuffer);
  16624. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16625. var attachments = [];
  16626. for (var i = 0; i < textures.length; i++) {
  16627. var texture = textures[i];
  16628. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16629. var colorRenderbuffer = gl.createRenderbuffer();
  16630. if (!colorRenderbuffer) {
  16631. throw new Error("Unable to create multi sampled framebuffer");
  16632. }
  16633. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16634. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16635. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16636. texture._MSAAFramebuffer = framebuffer;
  16637. texture._MSAARenderBuffer = colorRenderbuffer;
  16638. texture.samples = samples;
  16639. texture._depthStencilBuffer = depthStencilBuffer;
  16640. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16641. attachments.push(attachment);
  16642. }
  16643. gl.drawBuffers(attachments);
  16644. }
  16645. else {
  16646. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16647. }
  16648. this.bindUnboundFramebuffer(null);
  16649. return samples;
  16650. };
  16651. /** @hidden */
  16652. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16653. if (faceIndex === void 0) { faceIndex = 0; }
  16654. if (lod === void 0) { lod = 0; }
  16655. var gl = this._gl;
  16656. var target = gl.TEXTURE_2D;
  16657. if (texture.isCube) {
  16658. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16659. }
  16660. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16661. };
  16662. /** @hidden */
  16663. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16664. if (faceIndex === void 0) { faceIndex = 0; }
  16665. if (lod === void 0) { lod = 0; }
  16666. var gl = this._gl;
  16667. var textureType = this._getWebGLTextureType(texture.type);
  16668. var format = this._getInternalFormat(texture.format);
  16669. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16670. this._unpackFlipY(texture.invertY);
  16671. var target = gl.TEXTURE_2D;
  16672. if (texture.isCube) {
  16673. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16674. }
  16675. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16676. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16677. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16678. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16679. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16680. };
  16681. /** @hidden */
  16682. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16683. if (faceIndex === void 0) { faceIndex = 0; }
  16684. if (lod === void 0) { lod = 0; }
  16685. var gl = this._gl;
  16686. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16687. this._bindTextureDirectly(bindTarget, texture, true);
  16688. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16689. this._bindTextureDirectly(bindTarget, null, true);
  16690. };
  16691. /** @hidden */
  16692. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16693. if (faceIndex === void 0) { faceIndex = 0; }
  16694. if (lod === void 0) { lod = 0; }
  16695. var gl = this._gl;
  16696. var textureType = this._getWebGLTextureType(texture.type);
  16697. var format = this._getInternalFormat(texture.format);
  16698. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16699. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16700. this._bindTextureDirectly(bindTarget, texture, true);
  16701. this._unpackFlipY(texture.invertY);
  16702. var target = gl.TEXTURE_2D;
  16703. if (texture.isCube) {
  16704. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16705. }
  16706. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16707. this._bindTextureDirectly(bindTarget, null, true);
  16708. };
  16709. /**
  16710. * Creates a new render target cube texture
  16711. * @param size defines the size of the texture
  16712. * @param options defines the options used to create the texture
  16713. * @returns a new render target cube texture stored in an InternalTexture
  16714. */
  16715. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16716. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16717. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16718. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16719. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16720. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16721. }
  16722. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16723. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16724. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16725. }
  16726. var gl = this._gl;
  16727. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16728. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16729. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16730. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16731. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16732. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16733. }
  16734. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16735. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16736. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16737. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16738. for (var face = 0; face < 6; face++) {
  16739. 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);
  16740. }
  16741. // Create the framebuffer
  16742. var framebuffer = gl.createFramebuffer();
  16743. this.bindUnboundFramebuffer(framebuffer);
  16744. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16745. // MipMaps
  16746. if (fullOptions.generateMipMaps) {
  16747. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16748. }
  16749. // Unbind
  16750. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16751. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16752. this.bindUnboundFramebuffer(null);
  16753. texture._framebuffer = framebuffer;
  16754. texture.width = size;
  16755. texture.height = size;
  16756. texture.isReady = true;
  16757. texture.isCube = true;
  16758. texture.samples = 1;
  16759. texture.generateMipMaps = fullOptions.generateMipMaps;
  16760. texture.samplingMode = fullOptions.samplingMode;
  16761. texture.type = fullOptions.type;
  16762. texture.format = fullOptions.format;
  16763. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16764. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16765. this._internalTexturesCache.push(texture);
  16766. return texture;
  16767. };
  16768. /**
  16769. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16770. * @param rootUrl defines the url where the file to load is located
  16771. * @param scene defines the current scene
  16772. * @param lodScale defines scale to apply to the mip map selection
  16773. * @param lodOffset defines offset to apply to the mip map selection
  16774. * @param onLoad defines an optional callback raised when the texture is loaded
  16775. * @param onError defines an optional callback raised if there is an issue to load the texture
  16776. * @param format defines the format of the data
  16777. * @param forcedExtension defines the extension to use to pick the right loader
  16778. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16779. * @returns the cube texture as an InternalTexture
  16780. */
  16781. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16782. var _this = this;
  16783. if (onLoad === void 0) { onLoad = null; }
  16784. if (onError === void 0) { onError = null; }
  16785. if (forcedExtension === void 0) { forcedExtension = null; }
  16786. if (createPolynomials === void 0) { createPolynomials = true; }
  16787. var callback = function (loadData) {
  16788. if (!loadData) {
  16789. if (onLoad) {
  16790. onLoad(null);
  16791. }
  16792. return;
  16793. }
  16794. var texture = loadData.texture;
  16795. if (!createPolynomials) {
  16796. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16797. }
  16798. else if (loadData.info.sphericalPolynomial) {
  16799. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16800. }
  16801. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16802. if (_this._caps.textureLOD) {
  16803. // Do not add extra process if texture lod is supported.
  16804. if (onLoad) {
  16805. onLoad(texture);
  16806. }
  16807. return;
  16808. }
  16809. var mipSlices = 3;
  16810. var gl = _this._gl;
  16811. var width = loadData.width;
  16812. if (!width) {
  16813. return;
  16814. }
  16815. var textures = [];
  16816. for (var i = 0; i < mipSlices; i++) {
  16817. //compute LOD from even spacing in smoothness (matching shader calculation)
  16818. var smoothness = i / (mipSlices - 1);
  16819. var roughness = 1 - smoothness;
  16820. var minLODIndex = lodOffset; // roughness = 0
  16821. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16822. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16823. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16824. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16825. glTextureFromLod.type = texture.type;
  16826. glTextureFromLod.format = texture.format;
  16827. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16828. glTextureFromLod.height = glTextureFromLod.width;
  16829. glTextureFromLod.isCube = true;
  16830. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16831. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16832. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16833. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16834. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16835. if (loadData.isDDS) {
  16836. var info = loadData.info;
  16837. var data = loadData.data;
  16838. _this._unpackFlipY(info.isCompressed);
  16839. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16840. }
  16841. else {
  16842. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16843. }
  16844. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16845. // Wrap in a base texture for easy binding.
  16846. var lodTexture = new BABYLON.BaseTexture(scene);
  16847. lodTexture.isCube = true;
  16848. lodTexture._texture = glTextureFromLod;
  16849. glTextureFromLod.isReady = true;
  16850. textures.push(lodTexture);
  16851. }
  16852. texture._lodTextureHigh = textures[2];
  16853. texture._lodTextureMid = textures[1];
  16854. texture._lodTextureLow = textures[0];
  16855. if (onLoad) {
  16856. onLoad(texture);
  16857. }
  16858. };
  16859. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16860. };
  16861. /**
  16862. * Creates a cube texture
  16863. * @param rootUrl defines the url where the files to load is located
  16864. * @param scene defines the current scene
  16865. * @param files defines the list of files to load (1 per face)
  16866. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16867. * @param onLoad defines an optional callback raised when the texture is loaded
  16868. * @param onError defines an optional callback raised if there is an issue to load the texture
  16869. * @param format defines the format of the data
  16870. * @param forcedExtension defines the extension to use to pick the right loader
  16871. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16872. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16873. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16874. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16875. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16876. * @returns the cube texture as an InternalTexture
  16877. */
  16878. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16879. var _this = this;
  16880. if (onLoad === void 0) { onLoad = null; }
  16881. if (onError === void 0) { onError = null; }
  16882. if (forcedExtension === void 0) { forcedExtension = null; }
  16883. if (createPolynomials === void 0) { createPolynomials = false; }
  16884. if (lodScale === void 0) { lodScale = 0; }
  16885. if (lodOffset === void 0) { lodOffset = 0; }
  16886. if (fallback === void 0) { fallback = null; }
  16887. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16888. var gl = this._gl;
  16889. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16890. texture.isCube = true;
  16891. texture.url = rootUrl;
  16892. texture.generateMipMaps = !noMipmap;
  16893. texture._lodGenerationScale = lodScale;
  16894. texture._lodGenerationOffset = lodOffset;
  16895. if (!this._doNotHandleContextLost) {
  16896. texture._extension = forcedExtension;
  16897. texture._files = files;
  16898. }
  16899. var lastDot = rootUrl.lastIndexOf('.');
  16900. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16901. var loader = null;
  16902. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16903. var availableLoader = _a[_i];
  16904. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16905. loader = availableLoader;
  16906. break;
  16907. }
  16908. }
  16909. var onInternalError = function (request, exception) {
  16910. if (loader) {
  16911. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16912. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16913. if (fallbackUrl) {
  16914. excludeLoaders.push(loader);
  16915. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16916. return;
  16917. }
  16918. }
  16919. if (onError && request) {
  16920. onError(request.status + " " + request.statusText, exception);
  16921. }
  16922. };
  16923. if (loader) {
  16924. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16925. var onloaddata = function (data) {
  16926. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16927. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16928. };
  16929. if (files && files.length === 6) {
  16930. if (loader.supportCascades) {
  16931. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16932. }
  16933. else if (onError) {
  16934. onError("Textures type does not support cascades.");
  16935. }
  16936. }
  16937. else {
  16938. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16939. }
  16940. }
  16941. else {
  16942. if (!files) {
  16943. throw new Error("Cannot load cubemap because files were not defined");
  16944. }
  16945. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16946. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16947. var height = width;
  16948. _this._prepareWorkingCanvas();
  16949. if (!_this._workingCanvas || !_this._workingContext) {
  16950. return;
  16951. }
  16952. _this._workingCanvas.width = width;
  16953. _this._workingCanvas.height = height;
  16954. var faces = [
  16955. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16956. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16957. ];
  16958. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16959. _this._unpackFlipY(false);
  16960. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16961. for (var index = 0; index < faces.length; index++) {
  16962. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16963. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16964. }
  16965. if (!noMipmap) {
  16966. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16967. }
  16968. _this._setCubeMapTextureParams(!noMipmap);
  16969. texture.width = width;
  16970. texture.height = height;
  16971. texture.isReady = true;
  16972. if (format) {
  16973. texture.format = format;
  16974. }
  16975. texture.onLoadedObservable.notifyObservers(texture);
  16976. texture.onLoadedObservable.clear();
  16977. if (onLoad) {
  16978. onLoad();
  16979. }
  16980. }, files, onError);
  16981. }
  16982. this._internalTexturesCache.push(texture);
  16983. return texture;
  16984. };
  16985. /**
  16986. * @hidden
  16987. */
  16988. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16989. var gl = this._gl;
  16990. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16991. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16992. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16993. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16994. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16995. // this.resetTextureCache();
  16996. };
  16997. /**
  16998. * Update a raw cube texture
  16999. * @param texture defines the texture to udpdate
  17000. * @param data defines the data to store
  17001. * @param format defines the data format
  17002. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17003. * @param invertY defines if data must be stored with Y axis inverted
  17004. * @param compression defines the compression used (null by default)
  17005. * @param level defines which level of the texture to update
  17006. */
  17007. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17008. if (compression === void 0) { compression = null; }
  17009. if (level === void 0) { level = 0; }
  17010. texture._bufferViewArray = data;
  17011. texture.format = format;
  17012. texture.type = type;
  17013. texture.invertY = invertY;
  17014. texture._compression = compression;
  17015. var gl = this._gl;
  17016. var textureType = this._getWebGLTextureType(type);
  17017. var internalFormat = this._getInternalFormat(format);
  17018. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17019. var needConversion = false;
  17020. if (internalFormat === gl.RGB) {
  17021. internalFormat = gl.RGBA;
  17022. needConversion = true;
  17023. }
  17024. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17025. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17026. if (texture.width % 4 !== 0) {
  17027. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17028. }
  17029. // Data are known to be in +X +Y +Z -X -Y -Z
  17030. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17031. var faceData = data[faceIndex];
  17032. if (compression) {
  17033. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17034. }
  17035. else {
  17036. if (needConversion) {
  17037. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17038. }
  17039. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17040. }
  17041. }
  17042. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17043. if (isPot && texture.generateMipMaps && level === 0) {
  17044. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17045. }
  17046. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17047. // this.resetTextureCache();
  17048. texture.isReady = true;
  17049. };
  17050. /**
  17051. * Creates a new raw cube texture
  17052. * @param data defines the array of data to use to create each face
  17053. * @param size defines the size of the textures
  17054. * @param format defines the format of the data
  17055. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17056. * @param generateMipMaps defines if the engine should generate the mip levels
  17057. * @param invertY defines if data must be stored with Y axis inverted
  17058. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17059. * @param compression defines the compression used (null by default)
  17060. * @returns the cube texture as an InternalTexture
  17061. */
  17062. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17063. if (compression === void 0) { compression = null; }
  17064. var gl = this._gl;
  17065. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17066. texture.isCube = true;
  17067. texture.format = format;
  17068. texture.type = type;
  17069. if (!this._doNotHandleContextLost) {
  17070. texture._bufferViewArray = data;
  17071. }
  17072. var textureType = this._getWebGLTextureType(type);
  17073. var internalFormat = this._getInternalFormat(format);
  17074. if (internalFormat === gl.RGB) {
  17075. internalFormat = gl.RGBA;
  17076. }
  17077. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17078. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17079. generateMipMaps = false;
  17080. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17081. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17082. }
  17083. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17084. generateMipMaps = false;
  17085. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17086. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17087. }
  17088. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17089. generateMipMaps = false;
  17090. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17091. }
  17092. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17093. generateMipMaps = false;
  17094. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17095. }
  17096. var width = size;
  17097. var height = width;
  17098. texture.width = width;
  17099. texture.height = height;
  17100. // Double check on POT to generate Mips.
  17101. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17102. if (!isPot) {
  17103. generateMipMaps = false;
  17104. }
  17105. // Upload data if needed. The texture won't be ready until then.
  17106. if (data) {
  17107. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17108. }
  17109. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17110. // Filters
  17111. if (data && generateMipMaps) {
  17112. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17113. }
  17114. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17115. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17116. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17117. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17118. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17119. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17120. texture.generateMipMaps = generateMipMaps;
  17121. return texture;
  17122. };
  17123. /**
  17124. * Creates a new raw cube texture from a specified url
  17125. * @param url defines the url where the data is located
  17126. * @param scene defines the current scene
  17127. * @param size defines the size of the textures
  17128. * @param format defines the format of the data
  17129. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17130. * @param noMipmap defines if the engine should avoid generating the mip levels
  17131. * @param callback defines a callback used to extract texture data from loaded data
  17132. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17133. * @param onLoad defines a callback called when texture is loaded
  17134. * @param onError defines a callback called if there is an error
  17135. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17136. * @param invertY defines if data must be stored with Y axis inverted
  17137. * @returns the cube texture as an InternalTexture
  17138. */
  17139. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17140. var _this = this;
  17141. if (onLoad === void 0) { onLoad = null; }
  17142. if (onError === void 0) { onError = null; }
  17143. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17144. if (invertY === void 0) { invertY = false; }
  17145. var gl = this._gl;
  17146. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17147. scene._addPendingData(texture);
  17148. texture.url = url;
  17149. this._internalTexturesCache.push(texture);
  17150. var onerror = function (request, exception) {
  17151. scene._removePendingData(texture);
  17152. if (onError && request) {
  17153. onError(request.status + " " + request.statusText, exception);
  17154. }
  17155. };
  17156. var internalCallback = function (data) {
  17157. var width = texture.width;
  17158. var faceDataArrays = callback(data);
  17159. if (!faceDataArrays) {
  17160. return;
  17161. }
  17162. if (mipmapGenerator) {
  17163. var textureType = _this._getWebGLTextureType(type);
  17164. var internalFormat = _this._getInternalFormat(format);
  17165. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17166. var needConversion = false;
  17167. if (internalFormat === gl.RGB) {
  17168. internalFormat = gl.RGBA;
  17169. needConversion = true;
  17170. }
  17171. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17172. _this._unpackFlipY(false);
  17173. var mipData = mipmapGenerator(faceDataArrays);
  17174. for (var level = 0; level < mipData.length; level++) {
  17175. var mipSize = width >> level;
  17176. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17177. var mipFaceData = mipData[level][faceIndex];
  17178. if (needConversion) {
  17179. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17180. }
  17181. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17182. }
  17183. }
  17184. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17185. }
  17186. else {
  17187. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17188. }
  17189. texture.isReady = true;
  17190. // this.resetTextureCache();
  17191. scene._removePendingData(texture);
  17192. if (onLoad) {
  17193. onLoad();
  17194. }
  17195. };
  17196. this._loadFile(url, function (data) {
  17197. internalCallback(data);
  17198. }, undefined, scene.offlineProvider, true, onerror);
  17199. return texture;
  17200. };
  17201. /**
  17202. * Update a raw 3D texture
  17203. * @param texture defines the texture to update
  17204. * @param data defines the data to store
  17205. * @param format defines the data format
  17206. * @param invertY defines if data must be stored with Y axis inverted
  17207. * @param compression defines the used compression (can be null)
  17208. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17209. */
  17210. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17211. if (compression === void 0) { compression = null; }
  17212. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17213. var internalType = this._getWebGLTextureType(textureType);
  17214. var internalFormat = this._getInternalFormat(format);
  17215. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17216. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17217. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17218. if (!this._doNotHandleContextLost) {
  17219. texture._bufferView = data;
  17220. texture.format = format;
  17221. texture.invertY = invertY;
  17222. texture._compression = compression;
  17223. }
  17224. if (texture.width % 4 !== 0) {
  17225. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17226. }
  17227. if (compression && data) {
  17228. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17229. }
  17230. else {
  17231. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17232. }
  17233. if (texture.generateMipMaps) {
  17234. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17235. }
  17236. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17237. // this.resetTextureCache();
  17238. texture.isReady = true;
  17239. };
  17240. /**
  17241. * Creates a new raw 3D texture
  17242. * @param data defines the data used to create the texture
  17243. * @param width defines the width of the texture
  17244. * @param height defines the height of the texture
  17245. * @param depth defines the depth of the texture
  17246. * @param format defines the format of the texture
  17247. * @param generateMipMaps defines if the engine must generate mip levels
  17248. * @param invertY defines if data must be stored with Y axis inverted
  17249. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17250. * @param compression defines the compressed used (can be null)
  17251. * @param textureType defines the compressed used (can be null)
  17252. * @returns a new raw 3D texture (stored in an InternalTexture)
  17253. */
  17254. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17255. if (compression === void 0) { compression = null; }
  17256. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17257. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17258. texture.baseWidth = width;
  17259. texture.baseHeight = height;
  17260. texture.baseDepth = depth;
  17261. texture.width = width;
  17262. texture.height = height;
  17263. texture.depth = depth;
  17264. texture.format = format;
  17265. texture.type = textureType;
  17266. texture.generateMipMaps = generateMipMaps;
  17267. texture.samplingMode = samplingMode;
  17268. texture.is3D = true;
  17269. if (!this._doNotHandleContextLost) {
  17270. texture._bufferView = data;
  17271. }
  17272. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17273. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17274. // Filters
  17275. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17276. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17277. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17278. if (generateMipMaps) {
  17279. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17280. }
  17281. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17282. this._internalTexturesCache.push(texture);
  17283. return texture;
  17284. };
  17285. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17286. var gl = this._gl;
  17287. if (!gl) {
  17288. return;
  17289. }
  17290. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17291. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17292. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17293. if (!noMipmap && !isCompressed) {
  17294. gl.generateMipmap(gl.TEXTURE_2D);
  17295. }
  17296. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17297. // this.resetTextureCache();
  17298. if (scene) {
  17299. scene._removePendingData(texture);
  17300. }
  17301. texture.onLoadedObservable.notifyObservers(texture);
  17302. texture.onLoadedObservable.clear();
  17303. };
  17304. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17305. var _this = this;
  17306. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17307. var maxTextureSize = this.getCaps().maxTextureSize;
  17308. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17309. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17310. var gl = this._gl;
  17311. if (!gl) {
  17312. return;
  17313. }
  17314. if (!texture._webGLTexture) {
  17315. // this.resetTextureCache();
  17316. if (scene) {
  17317. scene._removePendingData(texture);
  17318. }
  17319. return;
  17320. }
  17321. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17322. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17323. texture.baseWidth = width;
  17324. texture.baseHeight = height;
  17325. texture.width = potWidth;
  17326. texture.height = potHeight;
  17327. texture.isReady = true;
  17328. if (processFunction(potWidth, potHeight, function () {
  17329. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17330. })) {
  17331. // Returning as texture needs extra async steps
  17332. return;
  17333. }
  17334. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17335. };
  17336. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17337. // Create new RGBA data container.
  17338. var rgbaData;
  17339. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17340. rgbaData = new Float32Array(width * height * 4);
  17341. }
  17342. else {
  17343. rgbaData = new Uint32Array(width * height * 4);
  17344. }
  17345. // Convert each pixel.
  17346. for (var x = 0; x < width; x++) {
  17347. for (var y = 0; y < height; y++) {
  17348. var index = (y * width + x) * 3;
  17349. var newIndex = (y * width + x) * 4;
  17350. // Map Old Value to new value.
  17351. rgbaData[newIndex + 0] = rgbData[index + 0];
  17352. rgbaData[newIndex + 1] = rgbData[index + 1];
  17353. rgbaData[newIndex + 2] = rgbData[index + 2];
  17354. // Add fully opaque alpha channel.
  17355. rgbaData[newIndex + 3] = 1;
  17356. }
  17357. }
  17358. return rgbaData;
  17359. };
  17360. /** @hidden */
  17361. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17362. var gl = this._gl;
  17363. if (texture._framebuffer) {
  17364. gl.deleteFramebuffer(texture._framebuffer);
  17365. texture._framebuffer = null;
  17366. }
  17367. if (texture._depthStencilBuffer) {
  17368. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17369. texture._depthStencilBuffer = null;
  17370. }
  17371. if (texture._MSAAFramebuffer) {
  17372. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17373. texture._MSAAFramebuffer = null;
  17374. }
  17375. if (texture._MSAARenderBuffer) {
  17376. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17377. texture._MSAARenderBuffer = null;
  17378. }
  17379. };
  17380. /** @hidden */
  17381. Engine.prototype._releaseTexture = function (texture) {
  17382. var gl = this._gl;
  17383. this._releaseFramebufferObjects(texture);
  17384. gl.deleteTexture(texture._webGLTexture);
  17385. // Unbind channels
  17386. this.unbindAllTextures();
  17387. var index = this._internalTexturesCache.indexOf(texture);
  17388. if (index !== -1) {
  17389. this._internalTexturesCache.splice(index, 1);
  17390. }
  17391. // Integrated fixed lod samplers.
  17392. if (texture._lodTextureHigh) {
  17393. texture._lodTextureHigh.dispose();
  17394. }
  17395. if (texture._lodTextureMid) {
  17396. texture._lodTextureMid.dispose();
  17397. }
  17398. if (texture._lodTextureLow) {
  17399. texture._lodTextureLow.dispose();
  17400. }
  17401. // Set output texture of post process to null if the texture has been released/disposed
  17402. this.scenes.forEach(function (scene) {
  17403. scene.postProcesses.forEach(function (postProcess) {
  17404. if (postProcess._outputTexture == texture) {
  17405. postProcess._outputTexture = null;
  17406. }
  17407. });
  17408. scene.cameras.forEach(function (camera) {
  17409. camera._postProcesses.forEach(function (postProcess) {
  17410. if (postProcess) {
  17411. if (postProcess._outputTexture == texture) {
  17412. postProcess._outputTexture = null;
  17413. }
  17414. }
  17415. });
  17416. });
  17417. });
  17418. };
  17419. Engine.prototype.setProgram = function (program) {
  17420. if (this._currentProgram !== program) {
  17421. this._gl.useProgram(program);
  17422. this._currentProgram = program;
  17423. }
  17424. };
  17425. /**
  17426. * Binds an effect to the webGL context
  17427. * @param effect defines the effect to bind
  17428. */
  17429. Engine.prototype.bindSamplers = function (effect) {
  17430. this.setProgram(effect.getProgram());
  17431. var samplers = effect.getSamplers();
  17432. for (var index = 0; index < samplers.length; index++) {
  17433. var uniform = effect.getUniform(samplers[index]);
  17434. if (uniform) {
  17435. this._boundUniforms[index] = uniform;
  17436. }
  17437. }
  17438. this._currentEffect = null;
  17439. };
  17440. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17441. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17442. return;
  17443. }
  17444. // Remove
  17445. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17446. // Bind last to it
  17447. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17448. // Bind to dummy
  17449. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17450. };
  17451. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17452. if (!internalTexture) {
  17453. return -1;
  17454. }
  17455. internalTexture._initialSlot = channel;
  17456. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17457. if (channel !== internalTexture._designatedSlot) {
  17458. this._textureCollisions.addCount(1, false);
  17459. }
  17460. }
  17461. else {
  17462. if (channel !== internalTexture._designatedSlot) {
  17463. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17464. return internalTexture._designatedSlot;
  17465. }
  17466. else {
  17467. // No slot for this texture, let's pick a new one (if we find a free slot)
  17468. if (this._nextFreeTextureSlots.length) {
  17469. return this._nextFreeTextureSlots[0];
  17470. }
  17471. // We need to recycle the oldest bound texture, sorry.
  17472. this._textureCollisions.addCount(1, false);
  17473. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17474. }
  17475. }
  17476. }
  17477. return channel;
  17478. };
  17479. Engine.prototype._linkTrackers = function (previous, next) {
  17480. previous.next = next;
  17481. next.previous = previous;
  17482. };
  17483. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17484. var currentSlot = internalTexture._designatedSlot;
  17485. if (currentSlot === -1) {
  17486. return -1;
  17487. }
  17488. internalTexture._designatedSlot = -1;
  17489. if (this.disableTextureBindingOptimization) {
  17490. return -1;
  17491. }
  17492. // Remove from bound list
  17493. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17494. // Free the slot
  17495. this._boundTexturesCache[currentSlot] = null;
  17496. this._nextFreeTextureSlots.push(currentSlot);
  17497. return currentSlot;
  17498. };
  17499. Engine.prototype._activateCurrentTexture = function () {
  17500. if (this._currentTextureChannel !== this._activeChannel) {
  17501. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17502. this._currentTextureChannel = this._activeChannel;
  17503. }
  17504. };
  17505. /** @hidden */
  17506. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17507. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17508. if (force === void 0) { force = false; }
  17509. var wasPreviouslyBound = false;
  17510. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17511. this._activeChannel = texture._designatedSlot;
  17512. }
  17513. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17514. var isTextureForRendering = texture && texture._initialSlot > -1;
  17515. if (currentTextureBound !== texture || force) {
  17516. if (currentTextureBound) {
  17517. this._removeDesignatedSlot(currentTextureBound);
  17518. }
  17519. this._activateCurrentTexture();
  17520. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17521. this._boundTexturesCache[this._activeChannel] = texture;
  17522. if (texture) {
  17523. if (!this.disableTextureBindingOptimization) {
  17524. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17525. if (slotIndex > -1) {
  17526. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17527. }
  17528. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17529. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17530. }
  17531. texture._designatedSlot = this._activeChannel;
  17532. }
  17533. }
  17534. else if (forTextureDataUpdate) {
  17535. wasPreviouslyBound = true;
  17536. this._activateCurrentTexture();
  17537. }
  17538. if (isTextureForRendering && !forTextureDataUpdate) {
  17539. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17540. }
  17541. return wasPreviouslyBound;
  17542. };
  17543. /** @hidden */
  17544. Engine.prototype._bindTexture = function (channel, texture) {
  17545. if (channel < 0) {
  17546. return;
  17547. }
  17548. if (texture) {
  17549. channel = this._getCorrectTextureChannel(channel, texture);
  17550. }
  17551. this._activeChannel = channel;
  17552. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17553. };
  17554. /**
  17555. * Sets a texture to the webGL context from a postprocess
  17556. * @param channel defines the channel to use
  17557. * @param postProcess defines the source postprocess
  17558. */
  17559. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17560. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17561. };
  17562. /**
  17563. * Binds the output of the passed in post process to the texture channel specified
  17564. * @param channel The channel the texture should be bound to
  17565. * @param postProcess The post process which's output should be bound
  17566. */
  17567. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17568. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17569. };
  17570. /**
  17571. * Unbind all textures from the webGL context
  17572. */
  17573. Engine.prototype.unbindAllTextures = function () {
  17574. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17575. this._activeChannel = channel;
  17576. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17577. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17578. if (this.webGLVersion > 1) {
  17579. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17580. }
  17581. }
  17582. };
  17583. /**
  17584. * Sets a texture to the according uniform.
  17585. * @param channel The texture channel
  17586. * @param uniform The uniform to set
  17587. * @param texture The texture to apply
  17588. */
  17589. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17590. if (channel < 0) {
  17591. return;
  17592. }
  17593. if (uniform) {
  17594. this._boundUniforms[channel] = uniform;
  17595. }
  17596. this._setTexture(channel, texture);
  17597. };
  17598. /**
  17599. * Sets a depth stencil texture from a render target to the according uniform.
  17600. * @param channel The texture channel
  17601. * @param uniform The uniform to set
  17602. * @param texture The render target texture containing the depth stencil texture to apply
  17603. */
  17604. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17605. if (channel < 0) {
  17606. return;
  17607. }
  17608. if (uniform) {
  17609. this._boundUniforms[channel] = uniform;
  17610. }
  17611. if (!texture || !texture.depthStencilTexture) {
  17612. this._setTexture(channel, null);
  17613. }
  17614. else {
  17615. this._setTexture(channel, texture, false, true);
  17616. }
  17617. };
  17618. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17619. var uniform = this._boundUniforms[sourceSlot];
  17620. if (uniform._currentState === destination) {
  17621. return;
  17622. }
  17623. this._gl.uniform1i(uniform, destination);
  17624. uniform._currentState = destination;
  17625. };
  17626. Engine.prototype._getTextureWrapMode = function (mode) {
  17627. switch (mode) {
  17628. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17629. return this._gl.REPEAT;
  17630. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17631. return this._gl.CLAMP_TO_EDGE;
  17632. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17633. return this._gl.MIRRORED_REPEAT;
  17634. }
  17635. return this._gl.REPEAT;
  17636. };
  17637. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17638. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17639. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17640. // Not ready?
  17641. if (!texture) {
  17642. if (this._boundTexturesCache[channel] != null) {
  17643. this._activeChannel = channel;
  17644. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17645. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17646. if (this.webGLVersion > 1) {
  17647. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17648. }
  17649. }
  17650. return false;
  17651. }
  17652. // Video
  17653. if (texture.video) {
  17654. this._activeChannel = channel;
  17655. texture.update();
  17656. }
  17657. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17658. texture.delayLoad();
  17659. return false;
  17660. }
  17661. var internalTexture;
  17662. if (depthStencilTexture) {
  17663. internalTexture = texture.depthStencilTexture;
  17664. }
  17665. else if (texture.isReady()) {
  17666. internalTexture = texture.getInternalTexture();
  17667. }
  17668. else if (texture.isCube) {
  17669. internalTexture = this.emptyCubeTexture;
  17670. }
  17671. else if (texture.is3D) {
  17672. internalTexture = this.emptyTexture3D;
  17673. }
  17674. else {
  17675. internalTexture = this.emptyTexture;
  17676. }
  17677. if (!isPartOfTextureArray) {
  17678. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17679. }
  17680. var needToBind = true;
  17681. if (this._boundTexturesCache[channel] === internalTexture) {
  17682. this._moveBoundTextureOnTop(internalTexture);
  17683. if (!isPartOfTextureArray) {
  17684. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17685. }
  17686. needToBind = false;
  17687. }
  17688. this._activeChannel = channel;
  17689. if (internalTexture && internalTexture.is3D) {
  17690. if (needToBind) {
  17691. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17692. }
  17693. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17694. internalTexture._cachedWrapU = texture.wrapU;
  17695. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17696. }
  17697. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17698. internalTexture._cachedWrapV = texture.wrapV;
  17699. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17700. }
  17701. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17702. internalTexture._cachedWrapR = texture.wrapR;
  17703. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17704. }
  17705. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17706. }
  17707. else if (internalTexture && internalTexture.isCube) {
  17708. if (needToBind) {
  17709. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17710. }
  17711. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17712. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17713. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17714. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17715. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17716. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17717. }
  17718. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17719. }
  17720. else {
  17721. if (needToBind) {
  17722. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17723. }
  17724. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17725. internalTexture._cachedWrapU = texture.wrapU;
  17726. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17727. }
  17728. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17729. internalTexture._cachedWrapV = texture.wrapV;
  17730. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17731. }
  17732. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17733. }
  17734. return true;
  17735. };
  17736. /**
  17737. * Sets an array of texture to the webGL context
  17738. * @param channel defines the channel where the texture array must be set
  17739. * @param uniform defines the associated uniform location
  17740. * @param textures defines the array of textures to bind
  17741. */
  17742. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17743. if (channel < 0 || !uniform) {
  17744. return;
  17745. }
  17746. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17747. this._textureUnits = new Int32Array(textures.length);
  17748. }
  17749. for (var i = 0; i < textures.length; i++) {
  17750. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17751. }
  17752. this._gl.uniform1iv(uniform, this._textureUnits);
  17753. for (var index = 0; index < textures.length; index++) {
  17754. this._setTexture(this._textureUnits[index], textures[index], true);
  17755. }
  17756. };
  17757. /** @hidden */
  17758. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17759. var internalTexture = texture.getInternalTexture();
  17760. if (!internalTexture) {
  17761. return;
  17762. }
  17763. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17764. var value = texture.anisotropicFilteringLevel;
  17765. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17766. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17767. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17768. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17769. }
  17770. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17771. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17772. internalTexture._cachedAnisotropicFilteringLevel = value;
  17773. }
  17774. };
  17775. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17776. this._bindTextureDirectly(target, texture, true, true);
  17777. this._gl.texParameterf(target, parameter, value);
  17778. };
  17779. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17780. if (texture) {
  17781. this._bindTextureDirectly(target, texture, true, true);
  17782. }
  17783. this._gl.texParameteri(target, parameter, value);
  17784. };
  17785. /**
  17786. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17787. * @param x defines the x coordinate of the rectangle where pixels must be read
  17788. * @param y defines the y coordinate of the rectangle where pixels must be read
  17789. * @param width defines the width of the rectangle where pixels must be read
  17790. * @param height defines the height of the rectangle where pixels must be read
  17791. * @returns a Uint8Array containing RGBA colors
  17792. */
  17793. Engine.prototype.readPixels = function (x, y, width, height) {
  17794. var data = new Uint8Array(height * width * 4);
  17795. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17796. return data;
  17797. };
  17798. /**
  17799. * Add an externaly attached data from its key.
  17800. * This method call will fail and return false, if such key already exists.
  17801. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17802. * @param key the unique key that identifies the data
  17803. * @param data the data object to associate to the key for this Engine instance
  17804. * @return true if no such key were already present and the data was added successfully, false otherwise
  17805. */
  17806. Engine.prototype.addExternalData = function (key, data) {
  17807. if (!this._externalData) {
  17808. this._externalData = new BABYLON.StringDictionary();
  17809. }
  17810. return this._externalData.add(key, data);
  17811. };
  17812. /**
  17813. * Get an externaly attached data from its key
  17814. * @param key the unique key that identifies the data
  17815. * @return the associated data, if present (can be null), or undefined if not present
  17816. */
  17817. Engine.prototype.getExternalData = function (key) {
  17818. if (!this._externalData) {
  17819. this._externalData = new BABYLON.StringDictionary();
  17820. }
  17821. return this._externalData.get(key);
  17822. };
  17823. /**
  17824. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17825. * @param key the unique key that identifies the data
  17826. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17827. * @return the associated data, can be null if the factory returned null.
  17828. */
  17829. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17830. if (!this._externalData) {
  17831. this._externalData = new BABYLON.StringDictionary();
  17832. }
  17833. return this._externalData.getOrAddWithFactory(key, factory);
  17834. };
  17835. /**
  17836. * Remove an externaly attached data from the Engine instance
  17837. * @param key the unique key that identifies the data
  17838. * @return true if the data was successfully removed, false if it doesn't exist
  17839. */
  17840. Engine.prototype.removeExternalData = function (key) {
  17841. if (!this._externalData) {
  17842. this._externalData = new BABYLON.StringDictionary();
  17843. }
  17844. return this._externalData.remove(key);
  17845. };
  17846. /**
  17847. * Unbind all vertex attributes from the webGL context
  17848. */
  17849. Engine.prototype.unbindAllAttributes = function () {
  17850. if (this._mustWipeVertexAttributes) {
  17851. this._mustWipeVertexAttributes = false;
  17852. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17853. this._gl.disableVertexAttribArray(i);
  17854. this._vertexAttribArraysEnabled[i] = false;
  17855. this._currentBufferPointers[i].active = false;
  17856. }
  17857. return;
  17858. }
  17859. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17860. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17861. continue;
  17862. }
  17863. this._gl.disableVertexAttribArray(i);
  17864. this._vertexAttribArraysEnabled[i] = false;
  17865. this._currentBufferPointers[i].active = false;
  17866. }
  17867. };
  17868. /**
  17869. * 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
  17870. */
  17871. Engine.prototype.releaseEffects = function () {
  17872. for (var name in this._compiledEffects) {
  17873. this._deleteProgram(this._compiledEffects[name]._program);
  17874. }
  17875. this._compiledEffects = {};
  17876. };
  17877. /**
  17878. * Dispose and release all associated resources
  17879. */
  17880. Engine.prototype.dispose = function () {
  17881. this.hideLoadingUI();
  17882. this.stopRenderLoop();
  17883. this.onNewSceneAddedObservable.clear();
  17884. // Release postProcesses
  17885. while (this.postProcesses.length) {
  17886. this.postProcesses[0].dispose();
  17887. }
  17888. // Empty texture
  17889. if (this._emptyTexture) {
  17890. this._releaseTexture(this._emptyTexture);
  17891. this._emptyTexture = null;
  17892. }
  17893. if (this._emptyCubeTexture) {
  17894. this._releaseTexture(this._emptyCubeTexture);
  17895. this._emptyCubeTexture = null;
  17896. }
  17897. // Rescale PP
  17898. if (this._rescalePostProcess) {
  17899. this._rescalePostProcess.dispose();
  17900. }
  17901. // Release scenes
  17902. while (this.scenes.length) {
  17903. this.scenes[0].dispose();
  17904. }
  17905. // Release audio engine
  17906. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17907. Engine.audioEngine.dispose();
  17908. }
  17909. // Release effects
  17910. this.releaseEffects();
  17911. // Unbind
  17912. this.unbindAllAttributes();
  17913. this._boundUniforms = [];
  17914. if (this._dummyFramebuffer) {
  17915. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17916. }
  17917. //WebVR
  17918. this.disableVR();
  17919. // Events
  17920. if (BABYLON.Tools.IsWindowObjectExist()) {
  17921. window.removeEventListener("blur", this._onBlur);
  17922. window.removeEventListener("focus", this._onFocus);
  17923. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17924. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17925. if (this._renderingCanvas) {
  17926. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17927. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17928. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17929. if (!this._doNotHandleContextLost) {
  17930. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17931. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17932. }
  17933. }
  17934. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17935. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17936. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17937. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17938. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17939. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17940. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17941. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17942. if (this._onVrDisplayConnect) {
  17943. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17944. if (this._onVrDisplayDisconnect) {
  17945. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17946. }
  17947. if (this._onVrDisplayPresentChange) {
  17948. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17949. }
  17950. this._onVrDisplayConnect = null;
  17951. this._onVrDisplayDisconnect = null;
  17952. }
  17953. }
  17954. // Remove from Instances
  17955. var index = Engine.Instances.indexOf(this);
  17956. if (index >= 0) {
  17957. Engine.Instances.splice(index, 1);
  17958. }
  17959. this._workingCanvas = null;
  17960. this._workingContext = null;
  17961. this._currentBufferPointers = [];
  17962. this._renderingCanvas = null;
  17963. this._currentProgram = null;
  17964. this._bindedRenderFunction = null;
  17965. this.onResizeObservable.clear();
  17966. this.onCanvasBlurObservable.clear();
  17967. this.onCanvasFocusObservable.clear();
  17968. this.onCanvasPointerOutObservable.clear();
  17969. this.onBeginFrameObservable.clear();
  17970. this.onEndFrameObservable.clear();
  17971. BABYLON.Effect.ResetCache();
  17972. // Abort active requests
  17973. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17974. var request = _a[_i];
  17975. request.abort();
  17976. }
  17977. };
  17978. // Loading screen
  17979. /**
  17980. * Display the loading screen
  17981. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17982. */
  17983. Engine.prototype.displayLoadingUI = function () {
  17984. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17985. return;
  17986. }
  17987. var loadingScreen = this.loadingScreen;
  17988. if (loadingScreen) {
  17989. loadingScreen.displayLoadingUI();
  17990. }
  17991. };
  17992. /**
  17993. * Hide the loading screen
  17994. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17995. */
  17996. Engine.prototype.hideLoadingUI = function () {
  17997. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17998. return;
  17999. }
  18000. var loadingScreen = this.loadingScreen;
  18001. if (loadingScreen) {
  18002. loadingScreen.hideLoadingUI();
  18003. }
  18004. };
  18005. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18006. /**
  18007. * Gets the current loading screen object
  18008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18009. */
  18010. get: function () {
  18011. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18012. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18013. }
  18014. return this._loadingScreen;
  18015. },
  18016. /**
  18017. * Sets the current loading screen object
  18018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18019. */
  18020. set: function (loadingScreen) {
  18021. this._loadingScreen = loadingScreen;
  18022. },
  18023. enumerable: true,
  18024. configurable: true
  18025. });
  18026. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18027. /**
  18028. * Sets the current loading screen text
  18029. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18030. */
  18031. set: function (text) {
  18032. this.loadingScreen.loadingUIText = text;
  18033. },
  18034. enumerable: true,
  18035. configurable: true
  18036. });
  18037. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18038. /**
  18039. * Sets the current loading screen background color
  18040. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18041. */
  18042. set: function (color) {
  18043. this.loadingScreen.loadingUIBackgroundColor = color;
  18044. },
  18045. enumerable: true,
  18046. configurable: true
  18047. });
  18048. /**
  18049. * Attach a new callback raised when context lost event is fired
  18050. * @param callback defines the callback to call
  18051. */
  18052. Engine.prototype.attachContextLostEvent = function (callback) {
  18053. if (this._renderingCanvas) {
  18054. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18055. }
  18056. };
  18057. /**
  18058. * Attach a new callback raised when context restored event is fired
  18059. * @param callback defines the callback to call
  18060. */
  18061. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18062. if (this._renderingCanvas) {
  18063. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18064. }
  18065. };
  18066. /**
  18067. * Gets the source code of the vertex shader associated with a specific webGL program
  18068. * @param program defines the program to use
  18069. * @returns a string containing the source code of the vertex shader associated with the program
  18070. */
  18071. Engine.prototype.getVertexShaderSource = function (program) {
  18072. var shaders = this._gl.getAttachedShaders(program);
  18073. if (!shaders) {
  18074. return null;
  18075. }
  18076. return this._gl.getShaderSource(shaders[0]);
  18077. };
  18078. /**
  18079. * Gets the source code of the fragment shader associated with a specific webGL program
  18080. * @param program defines the program to use
  18081. * @returns a string containing the source code of the fragment shader associated with the program
  18082. */
  18083. Engine.prototype.getFragmentShaderSource = function (program) {
  18084. var shaders = this._gl.getAttachedShaders(program);
  18085. if (!shaders) {
  18086. return null;
  18087. }
  18088. return this._gl.getShaderSource(shaders[1]);
  18089. };
  18090. /**
  18091. * Get the current error code of the webGL context
  18092. * @returns the error code
  18093. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18094. */
  18095. Engine.prototype.getError = function () {
  18096. return this._gl.getError();
  18097. };
  18098. // FPS
  18099. /**
  18100. * Gets the current framerate
  18101. * @returns a number representing the framerate
  18102. */
  18103. Engine.prototype.getFps = function () {
  18104. return this._fps;
  18105. };
  18106. /**
  18107. * Gets the time spent between current and previous frame
  18108. * @returns a number representing the delta time in ms
  18109. */
  18110. Engine.prototype.getDeltaTime = function () {
  18111. return this._deltaTime;
  18112. };
  18113. Engine.prototype._measureFps = function () {
  18114. this._performanceMonitor.sampleFrame();
  18115. this._fps = this._performanceMonitor.averageFPS;
  18116. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18117. };
  18118. /** @hidden */
  18119. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18120. if (faceIndex === void 0) { faceIndex = -1; }
  18121. if (level === void 0) { level = 0; }
  18122. if (buffer === void 0) { buffer = null; }
  18123. var gl = this._gl;
  18124. if (!this._dummyFramebuffer) {
  18125. var dummy = gl.createFramebuffer();
  18126. if (!dummy) {
  18127. throw new Error("Unable to create dummy framebuffer");
  18128. }
  18129. this._dummyFramebuffer = dummy;
  18130. }
  18131. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18132. if (faceIndex > -1) {
  18133. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18134. }
  18135. else {
  18136. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18137. }
  18138. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18139. switch (readType) {
  18140. case gl.UNSIGNED_BYTE:
  18141. if (!buffer) {
  18142. buffer = new Uint8Array(4 * width * height);
  18143. }
  18144. readType = gl.UNSIGNED_BYTE;
  18145. break;
  18146. default:
  18147. if (!buffer) {
  18148. buffer = new Float32Array(4 * width * height);
  18149. }
  18150. readType = gl.FLOAT;
  18151. break;
  18152. }
  18153. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18154. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18155. return buffer;
  18156. };
  18157. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18158. if (this._webGLVersion > 1) {
  18159. return this._caps.colorBufferFloat;
  18160. }
  18161. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18162. };
  18163. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18164. if (this._webGLVersion > 1) {
  18165. return this._caps.colorBufferFloat;
  18166. }
  18167. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18168. };
  18169. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18170. Engine.prototype._canRenderToFramebuffer = function (type) {
  18171. var gl = this._gl;
  18172. //clear existing errors
  18173. while (gl.getError() !== gl.NO_ERROR) { }
  18174. var successful = true;
  18175. var texture = gl.createTexture();
  18176. gl.bindTexture(gl.TEXTURE_2D, texture);
  18177. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18178. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18180. var fb = gl.createFramebuffer();
  18181. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18182. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18183. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18184. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18185. successful = successful && (gl.getError() === gl.NO_ERROR);
  18186. //try render by clearing frame buffer's color buffer
  18187. if (successful) {
  18188. gl.clear(gl.COLOR_BUFFER_BIT);
  18189. successful = successful && (gl.getError() === gl.NO_ERROR);
  18190. }
  18191. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18192. if (successful) {
  18193. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18194. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18195. var readFormat = gl.RGBA;
  18196. var readType = gl.UNSIGNED_BYTE;
  18197. var buffer = new Uint8Array(4);
  18198. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18199. successful = successful && (gl.getError() === gl.NO_ERROR);
  18200. }
  18201. //clean up
  18202. gl.deleteTexture(texture);
  18203. gl.deleteFramebuffer(fb);
  18204. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18205. //clear accumulated errors
  18206. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18207. return successful;
  18208. };
  18209. /** @hidden */
  18210. Engine.prototype._getWebGLTextureType = function (type) {
  18211. if (this._webGLVersion === 1) {
  18212. switch (type) {
  18213. case Engine.TEXTURETYPE_FLOAT:
  18214. return this._gl.FLOAT;
  18215. case Engine.TEXTURETYPE_HALF_FLOAT:
  18216. return this._gl.HALF_FLOAT_OES;
  18217. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18218. return this._gl.UNSIGNED_BYTE;
  18219. }
  18220. return this._gl.UNSIGNED_BYTE;
  18221. }
  18222. switch (type) {
  18223. case Engine.TEXTURETYPE_BYTE:
  18224. return this._gl.BYTE;
  18225. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18226. return this._gl.UNSIGNED_BYTE;
  18227. case Engine.TEXTURETYPE_SHORT:
  18228. return this._gl.SHORT;
  18229. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18230. return this._gl.UNSIGNED_SHORT;
  18231. case Engine.TEXTURETYPE_INT:
  18232. return this._gl.INT;
  18233. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18234. return this._gl.UNSIGNED_INT;
  18235. case Engine.TEXTURETYPE_FLOAT:
  18236. return this._gl.FLOAT;
  18237. case Engine.TEXTURETYPE_HALF_FLOAT:
  18238. return this._gl.HALF_FLOAT;
  18239. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18240. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18241. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18242. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18243. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18244. return this._gl.UNSIGNED_SHORT_5_6_5;
  18245. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18246. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18247. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18248. return this._gl.UNSIGNED_INT_24_8;
  18249. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18250. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18251. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18252. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18253. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18254. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18255. }
  18256. return this._gl.UNSIGNED_BYTE;
  18257. };
  18258. Engine.prototype._getInternalFormat = function (format) {
  18259. var internalFormat = this._gl.RGBA;
  18260. switch (format) {
  18261. case Engine.TEXTUREFORMAT_ALPHA:
  18262. internalFormat = this._gl.ALPHA;
  18263. break;
  18264. case Engine.TEXTUREFORMAT_LUMINANCE:
  18265. internalFormat = this._gl.LUMINANCE;
  18266. break;
  18267. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18268. internalFormat = this._gl.LUMINANCE_ALPHA;
  18269. break;
  18270. case Engine.TEXTUREFORMAT_RED:
  18271. internalFormat = this._gl.RED;
  18272. break;
  18273. case Engine.TEXTUREFORMAT_RG:
  18274. internalFormat = this._gl.RG;
  18275. break;
  18276. case Engine.TEXTUREFORMAT_RGB:
  18277. internalFormat = this._gl.RGB;
  18278. break;
  18279. case Engine.TEXTUREFORMAT_RGBA:
  18280. internalFormat = this._gl.RGBA;
  18281. break;
  18282. }
  18283. if (this._webGLVersion > 1) {
  18284. switch (format) {
  18285. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18286. internalFormat = this._gl.RED_INTEGER;
  18287. break;
  18288. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18289. internalFormat = this._gl.RG_INTEGER;
  18290. break;
  18291. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18292. internalFormat = this._gl.RGB_INTEGER;
  18293. break;
  18294. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18295. internalFormat = this._gl.RGBA_INTEGER;
  18296. break;
  18297. }
  18298. }
  18299. return internalFormat;
  18300. };
  18301. /** @hidden */
  18302. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18303. if (this._webGLVersion === 1) {
  18304. if (format !== undefined) {
  18305. switch (format) {
  18306. case Engine.TEXTUREFORMAT_ALPHA:
  18307. return this._gl.ALPHA;
  18308. case Engine.TEXTUREFORMAT_LUMINANCE:
  18309. return this._gl.LUMINANCE;
  18310. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18311. return this._gl.LUMINANCE_ALPHA;
  18312. }
  18313. }
  18314. return this._gl.RGBA;
  18315. }
  18316. switch (type) {
  18317. case Engine.TEXTURETYPE_BYTE:
  18318. switch (format) {
  18319. case Engine.TEXTUREFORMAT_RED:
  18320. return this._gl.R8_SNORM;
  18321. case Engine.TEXTUREFORMAT_RG:
  18322. return this._gl.RG8_SNORM;
  18323. case Engine.TEXTUREFORMAT_RGB:
  18324. return this._gl.RGB8_SNORM;
  18325. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18326. return this._gl.R8I;
  18327. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18328. return this._gl.RG8I;
  18329. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18330. return this._gl.RGB8I;
  18331. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18332. return this._gl.RGBA8I;
  18333. default:
  18334. return this._gl.RGBA8_SNORM;
  18335. }
  18336. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18337. switch (format) {
  18338. case Engine.TEXTUREFORMAT_RED:
  18339. return this._gl.R8;
  18340. case Engine.TEXTUREFORMAT_RG:
  18341. return this._gl.RG8;
  18342. case Engine.TEXTUREFORMAT_RGB:
  18343. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18344. case Engine.TEXTUREFORMAT_RGBA:
  18345. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18346. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18347. return this._gl.R8UI;
  18348. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18349. return this._gl.RG8UI;
  18350. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18351. return this._gl.RGB8UI;
  18352. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18353. return this._gl.RGBA8UI;
  18354. default:
  18355. return this._gl.RGBA8;
  18356. }
  18357. case Engine.TEXTURETYPE_SHORT:
  18358. switch (format) {
  18359. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18360. return this._gl.R16I;
  18361. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18362. return this._gl.RG16I;
  18363. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18364. return this._gl.RGB16I;
  18365. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18366. return this._gl.RGBA16I;
  18367. default:
  18368. return this._gl.RGBA16I;
  18369. }
  18370. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18371. switch (format) {
  18372. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18373. return this._gl.R16UI;
  18374. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18375. return this._gl.RG16UI;
  18376. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18377. return this._gl.RGB16UI;
  18378. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18379. return this._gl.RGBA16UI;
  18380. default:
  18381. return this._gl.RGBA16UI;
  18382. }
  18383. case Engine.TEXTURETYPE_INT:
  18384. switch (format) {
  18385. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18386. return this._gl.R32I;
  18387. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18388. return this._gl.RG32I;
  18389. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18390. return this._gl.RGB32I;
  18391. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18392. return this._gl.RGBA32I;
  18393. default:
  18394. return this._gl.RGBA32I;
  18395. }
  18396. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18397. switch (format) {
  18398. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18399. return this._gl.R32UI;
  18400. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18401. return this._gl.RG32UI;
  18402. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18403. return this._gl.RGB32UI;
  18404. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18405. return this._gl.RGBA32UI;
  18406. default:
  18407. return this._gl.RGBA32UI;
  18408. }
  18409. case Engine.TEXTURETYPE_FLOAT:
  18410. switch (format) {
  18411. case Engine.TEXTUREFORMAT_RED:
  18412. return this._gl.R32F; // By default. Other possibility is R16F.
  18413. case Engine.TEXTUREFORMAT_RG:
  18414. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18415. case Engine.TEXTUREFORMAT_RGB:
  18416. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18417. case Engine.TEXTUREFORMAT_RGBA:
  18418. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18419. default:
  18420. return this._gl.RGBA32F;
  18421. }
  18422. case Engine.TEXTURETYPE_HALF_FLOAT:
  18423. switch (format) {
  18424. case Engine.TEXTUREFORMAT_RED:
  18425. return this._gl.R16F;
  18426. case Engine.TEXTUREFORMAT_RG:
  18427. return this._gl.RG16F;
  18428. case Engine.TEXTUREFORMAT_RGB:
  18429. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18430. case Engine.TEXTUREFORMAT_RGBA:
  18431. return this._gl.RGBA16F;
  18432. default:
  18433. return this._gl.RGBA16F;
  18434. }
  18435. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18436. return this._gl.RGB565;
  18437. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18438. return this._gl.R11F_G11F_B10F;
  18439. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18440. return this._gl.RGB9_E5;
  18441. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18442. return this._gl.RGBA4;
  18443. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18444. return this._gl.RGB5_A1;
  18445. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18446. switch (format) {
  18447. case Engine.TEXTUREFORMAT_RGBA:
  18448. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18449. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18450. return this._gl.RGB10_A2UI;
  18451. default:
  18452. return this._gl.RGB10_A2;
  18453. }
  18454. }
  18455. return this._gl.RGBA8;
  18456. };
  18457. /** @hidden */
  18458. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18459. if (type === Engine.TEXTURETYPE_FLOAT) {
  18460. return this._gl.RGBA32F;
  18461. }
  18462. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18463. return this._gl.RGBA16F;
  18464. }
  18465. return this._gl.RGBA8;
  18466. };
  18467. /** @hidden */
  18468. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18469. var _this = this;
  18470. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18471. this._activeRequests.push(request);
  18472. request.onCompleteObservable.add(function (request) {
  18473. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18474. });
  18475. return request;
  18476. };
  18477. /** @hidden */
  18478. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18479. var _this = this;
  18480. return new Promise(function (resolve, reject) {
  18481. _this._loadFile(url, function (data) {
  18482. resolve(data);
  18483. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18484. reject(exception);
  18485. });
  18486. });
  18487. };
  18488. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18489. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18490. var onload = function (data) {
  18491. loadedFiles[index] = data;
  18492. loadedFiles._internalCount++;
  18493. if (loadedFiles._internalCount === 6) {
  18494. onfinish(loadedFiles);
  18495. }
  18496. };
  18497. var onerror = function (request, exception) {
  18498. if (onErrorCallBack && request) {
  18499. onErrorCallBack(request.status + " " + request.statusText, exception);
  18500. }
  18501. };
  18502. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18503. };
  18504. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18505. if (onError === void 0) { onError = null; }
  18506. var loadedFiles = [];
  18507. loadedFiles._internalCount = 0;
  18508. for (var index = 0; index < 6; index++) {
  18509. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18510. }
  18511. };
  18512. // Statics
  18513. /**
  18514. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18515. * @returns true if the engine can be created
  18516. * @ignorenaming
  18517. */
  18518. Engine.isSupported = function () {
  18519. try {
  18520. var tempcanvas = document.createElement("canvas");
  18521. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18522. return gl != null && !!window.WebGLRenderingContext;
  18523. }
  18524. catch (e) {
  18525. return false;
  18526. }
  18527. };
  18528. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18529. Engine.ExceptionList = [
  18530. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18531. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18532. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18533. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18534. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18535. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18536. ];
  18537. /** Gets the list of created engines */
  18538. Engine.Instances = new Array();
  18539. /**
  18540. * Hidden
  18541. */
  18542. Engine._TextureLoaders = [];
  18543. // Const statics
  18544. /** Defines that alpha blending is disabled */
  18545. Engine.ALPHA_DISABLE = 0;
  18546. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18547. Engine.ALPHA_ADD = 1;
  18548. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18549. Engine.ALPHA_COMBINE = 2;
  18550. /** Defines that alpha blending to DEST - SRC * DEST */
  18551. Engine.ALPHA_SUBTRACT = 3;
  18552. /** Defines that alpha blending to SRC * DEST */
  18553. Engine.ALPHA_MULTIPLY = 4;
  18554. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18555. Engine.ALPHA_MAXIMIZED = 5;
  18556. /** Defines that alpha blending to SRC + DEST */
  18557. Engine.ALPHA_ONEONE = 6;
  18558. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18559. Engine.ALPHA_PREMULTIPLIED = 7;
  18560. /**
  18561. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18562. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18563. */
  18564. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18565. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18566. Engine.ALPHA_INTERPOLATE = 9;
  18567. /**
  18568. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18569. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18570. */
  18571. Engine.ALPHA_SCREENMODE = 10;
  18572. /** Defines that the ressource is not delayed*/
  18573. Engine.DELAYLOADSTATE_NONE = 0;
  18574. /** Defines that the ressource was successfully delay loaded */
  18575. Engine.DELAYLOADSTATE_LOADED = 1;
  18576. /** Defines that the ressource is currently delay loading */
  18577. Engine.DELAYLOADSTATE_LOADING = 2;
  18578. /** Defines that the ressource is delayed and has not started loading */
  18579. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18580. // Depht or Stencil test Constants.
  18581. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18582. Engine.NEVER = 0x0200;
  18583. /** 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 */
  18584. Engine.ALWAYS = 0x0207;
  18585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18586. Engine.LESS = 0x0201;
  18587. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18588. Engine.EQUAL = 0x0202;
  18589. /** 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 */
  18590. Engine.LEQUAL = 0x0203;
  18591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18592. Engine.GREATER = 0x0204;
  18593. /** 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 */
  18594. Engine.GEQUAL = 0x0206;
  18595. /** 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 */
  18596. Engine.NOTEQUAL = 0x0205;
  18597. // Stencil Actions Constants.
  18598. /** Passed to stencilOperation to specify that stencil value must be kept */
  18599. Engine.KEEP = 0x1E00;
  18600. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18601. Engine.REPLACE = 0x1E01;
  18602. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18603. Engine.INCR = 0x1E02;
  18604. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18605. Engine.DECR = 0x1E03;
  18606. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18607. Engine.INVERT = 0x150A;
  18608. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18609. Engine.INCR_WRAP = 0x8507;
  18610. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18611. Engine.DECR_WRAP = 0x8508;
  18612. /** Texture is not repeating outside of 0..1 UVs */
  18613. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18614. /** Texture is repeating outside of 0..1 UVs */
  18615. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18616. /** Texture is repeating and mirrored */
  18617. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18618. /** ALPHA */
  18619. Engine.TEXTUREFORMAT_ALPHA = 0;
  18620. /** LUMINANCE */
  18621. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18622. /** LUMINANCE_ALPHA */
  18623. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18624. /** RGB */
  18625. Engine.TEXTUREFORMAT_RGB = 4;
  18626. /** RGBA */
  18627. Engine.TEXTUREFORMAT_RGBA = 5;
  18628. /** RED */
  18629. Engine.TEXTUREFORMAT_RED = 6;
  18630. /** RED (2nd reference) */
  18631. Engine.TEXTUREFORMAT_R = 6;
  18632. /** RG */
  18633. Engine.TEXTUREFORMAT_RG = 7;
  18634. /** RED_INTEGER */
  18635. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18636. /** RED_INTEGER (2nd reference) */
  18637. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18638. /** RG_INTEGER */
  18639. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18640. /** RGB_INTEGER */
  18641. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18642. /** RGBA_INTEGER */
  18643. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18644. /** UNSIGNED_BYTE */
  18645. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18646. /** UNSIGNED_BYTE (2nd reference) */
  18647. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18648. /** FLOAT */
  18649. Engine.TEXTURETYPE_FLOAT = 1;
  18650. /** HALF_FLOAT */
  18651. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18652. /** BYTE */
  18653. Engine.TEXTURETYPE_BYTE = 3;
  18654. /** SHORT */
  18655. Engine.TEXTURETYPE_SHORT = 4;
  18656. /** UNSIGNED_SHORT */
  18657. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18658. /** INT */
  18659. Engine.TEXTURETYPE_INT = 6;
  18660. /** UNSIGNED_INT */
  18661. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18662. /** UNSIGNED_SHORT_4_4_4_4 */
  18663. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18664. /** UNSIGNED_SHORT_5_5_5_1 */
  18665. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18666. /** UNSIGNED_SHORT_5_6_5 */
  18667. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18668. /** UNSIGNED_INT_2_10_10_10_REV */
  18669. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18670. /** UNSIGNED_INT_24_8 */
  18671. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18672. /** UNSIGNED_INT_10F_11F_11F_REV */
  18673. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18674. /** UNSIGNED_INT_5_9_9_9_REV */
  18675. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18676. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18677. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18678. /** nearest is mag = nearest and min = nearest and mip = linear */
  18679. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18680. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18681. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18682. /** Trilinear is mag = linear and min = linear and mip = linear */
  18683. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18684. /** nearest is mag = nearest and min = nearest and mip = linear */
  18685. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18686. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18687. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18688. /** Trilinear is mag = linear and min = linear and mip = linear */
  18689. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18690. /** mag = nearest and min = nearest and mip = nearest */
  18691. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18692. /** mag = nearest and min = linear and mip = nearest */
  18693. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18694. /** mag = nearest and min = linear and mip = linear */
  18695. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18696. /** mag = nearest and min = linear and mip = none */
  18697. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18698. /** mag = nearest and min = nearest and mip = none */
  18699. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18700. /** mag = linear and min = nearest and mip = nearest */
  18701. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18702. /** mag = linear and min = nearest and mip = linear */
  18703. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18704. /** mag = linear and min = linear and mip = none */
  18705. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18706. /** mag = linear and min = nearest and mip = none */
  18707. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18708. /** Explicit coordinates mode */
  18709. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18710. /** Spherical coordinates mode */
  18711. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18712. /** Planar coordinates mode */
  18713. Engine.TEXTURE_PLANAR_MODE = 2;
  18714. /** Cubic coordinates mode */
  18715. Engine.TEXTURE_CUBIC_MODE = 3;
  18716. /** Projection coordinates mode */
  18717. Engine.TEXTURE_PROJECTION_MODE = 4;
  18718. /** Skybox coordinates mode */
  18719. Engine.TEXTURE_SKYBOX_MODE = 5;
  18720. /** Inverse Cubic coordinates mode */
  18721. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18722. /** Equirectangular coordinates mode */
  18723. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18724. /** Equirectangular Fixed coordinates mode */
  18725. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18726. /** Equirectangular Fixed Mirrored coordinates mode */
  18727. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18728. // Texture rescaling mode
  18729. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18730. Engine.SCALEMODE_FLOOR = 1;
  18731. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18732. Engine.SCALEMODE_NEAREST = 2;
  18733. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18734. Engine.SCALEMODE_CEILING = 3;
  18735. // Updatable statics so stick with vars here
  18736. /**
  18737. * Gets or sets the epsilon value used by collision engine
  18738. */
  18739. Engine.CollisionsEpsilon = 0.001;
  18740. /**
  18741. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18742. */
  18743. Engine.CodeRepository = "src/";
  18744. /**
  18745. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18746. */
  18747. Engine.ShadersRepository = "src/Shaders/";
  18748. return Engine;
  18749. }());
  18750. BABYLON.Engine = Engine;
  18751. })(BABYLON || (BABYLON = {}));
  18752. //# sourceMappingURL=babylon.engine.js.map
  18753. var BABYLON;
  18754. (function (BABYLON) {
  18755. /**
  18756. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18757. */
  18758. var Node = /** @class */ (function () {
  18759. /**
  18760. * Creates a new Node
  18761. * @param name the name and id to be given to this node
  18762. * @param scene the scene this node will be added to
  18763. * @param addToRootNodes the node will be added to scene.rootNodes
  18764. */
  18765. function Node(name, scene, addToRootNodes) {
  18766. if (scene === void 0) { scene = null; }
  18767. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18768. /**
  18769. * Gets or sets a string used to store user defined state for the node
  18770. */
  18771. this.state = "";
  18772. /**
  18773. * Gets or sets an object used to store user defined information for the node
  18774. */
  18775. this.metadata = null;
  18776. /**
  18777. * For internal use only. Please do not use.
  18778. */
  18779. this.reservedDataStore = null;
  18780. /**
  18781. * Gets or sets a boolean used to define if the node must be serialized
  18782. */
  18783. this.doNotSerialize = false;
  18784. /** @hidden */
  18785. this._isDisposed = false;
  18786. /**
  18787. * Gets a list of Animations associated with the node
  18788. */
  18789. this.animations = new Array();
  18790. this._ranges = {};
  18791. this._isEnabled = true;
  18792. this._isParentEnabled = true;
  18793. this._isReady = true;
  18794. /** @hidden */
  18795. this._currentRenderId = -1;
  18796. this._parentRenderId = -1;
  18797. this._childRenderId = -1;
  18798. /** @hidden */
  18799. this._worldMatrix = BABYLON.Matrix.Identity();
  18800. /** @hidden */
  18801. this._worldMatrixDeterminant = 0;
  18802. /** @hidden */
  18803. this._sceneRootNodesIndex = -1;
  18804. this._animationPropertiesOverride = null;
  18805. /**
  18806. * An event triggered when the mesh is disposed
  18807. */
  18808. this.onDisposeObservable = new BABYLON.Observable();
  18809. // Behaviors
  18810. this._behaviors = new Array();
  18811. this.name = name;
  18812. this.id = name;
  18813. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18814. this.uniqueId = this._scene.getUniqueId();
  18815. this._initCache();
  18816. if (addToRootNodes) {
  18817. this.addToSceneRootNodes();
  18818. }
  18819. }
  18820. /**
  18821. * Add a new node constructor
  18822. * @param type defines the type name of the node to construct
  18823. * @param constructorFunc defines the constructor function
  18824. */
  18825. Node.AddNodeConstructor = function (type, constructorFunc) {
  18826. this._NodeConstructors[type] = constructorFunc;
  18827. };
  18828. /**
  18829. * Returns a node constructor based on type name
  18830. * @param type defines the type name
  18831. * @param name defines the new node name
  18832. * @param scene defines the hosting scene
  18833. * @param options defines optional options to transmit to constructors
  18834. * @returns the new constructor or null
  18835. */
  18836. Node.Construct = function (type, name, scene, options) {
  18837. var constructorFunc = this._NodeConstructors[type];
  18838. if (!constructorFunc) {
  18839. return null;
  18840. }
  18841. return constructorFunc(name, scene, options);
  18842. };
  18843. /**
  18844. * Gets a boolean indicating if the node has been disposed
  18845. * @returns true if the node was disposed
  18846. */
  18847. Node.prototype.isDisposed = function () {
  18848. return this._isDisposed;
  18849. };
  18850. Object.defineProperty(Node.prototype, "parent", {
  18851. get: function () {
  18852. return this._parentNode;
  18853. },
  18854. /**
  18855. * Gets or sets the parent of the node
  18856. */
  18857. set: function (parent) {
  18858. if (this._parentNode === parent) {
  18859. return;
  18860. }
  18861. var previousParentNode = this._parentNode;
  18862. // Remove self from list of children of parent
  18863. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18864. var index = this._parentNode._children.indexOf(this);
  18865. if (index !== -1) {
  18866. this._parentNode._children.splice(index, 1);
  18867. }
  18868. if (!parent && !this._isDisposed) {
  18869. this.addToSceneRootNodes();
  18870. }
  18871. }
  18872. // Store new parent
  18873. this._parentNode = parent;
  18874. // Add as child to new parent
  18875. if (this._parentNode) {
  18876. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18877. this._parentNode._children = new Array();
  18878. }
  18879. this._parentNode._children.push(this);
  18880. if (!previousParentNode) {
  18881. this.removeFromSceneRootNodes();
  18882. }
  18883. }
  18884. // Enabled state
  18885. this._syncParentEnabledState();
  18886. },
  18887. enumerable: true,
  18888. configurable: true
  18889. });
  18890. Node.prototype.addToSceneRootNodes = function () {
  18891. if (this._sceneRootNodesIndex === -1) {
  18892. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18893. this._scene.rootNodes.push(this);
  18894. }
  18895. };
  18896. Node.prototype.removeFromSceneRootNodes = function () {
  18897. if (this._sceneRootNodesIndex !== -1) {
  18898. var rootNodes = this._scene.rootNodes;
  18899. var lastIdx = rootNodes.length - 1;
  18900. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18901. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18902. this._scene.rootNodes.pop();
  18903. this._sceneRootNodesIndex = -1;
  18904. }
  18905. };
  18906. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18907. /**
  18908. * Gets or sets the animation properties override
  18909. */
  18910. get: function () {
  18911. if (!this._animationPropertiesOverride) {
  18912. return this._scene.animationPropertiesOverride;
  18913. }
  18914. return this._animationPropertiesOverride;
  18915. },
  18916. set: function (value) {
  18917. this._animationPropertiesOverride = value;
  18918. },
  18919. enumerable: true,
  18920. configurable: true
  18921. });
  18922. /**
  18923. * Gets a string idenfifying the name of the class
  18924. * @returns "Node" string
  18925. */
  18926. Node.prototype.getClassName = function () {
  18927. return "Node";
  18928. };
  18929. Object.defineProperty(Node.prototype, "onDispose", {
  18930. /**
  18931. * Sets a callback that will be raised when the node will be disposed
  18932. */
  18933. set: function (callback) {
  18934. if (this._onDisposeObserver) {
  18935. this.onDisposeObservable.remove(this._onDisposeObserver);
  18936. }
  18937. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18938. },
  18939. enumerable: true,
  18940. configurable: true
  18941. });
  18942. /**
  18943. * Gets the scene of the node
  18944. * @returns a scene
  18945. */
  18946. Node.prototype.getScene = function () {
  18947. return this._scene;
  18948. };
  18949. /**
  18950. * Gets the engine of the node
  18951. * @returns a Engine
  18952. */
  18953. Node.prototype.getEngine = function () {
  18954. return this._scene.getEngine();
  18955. };
  18956. /**
  18957. * Attach a behavior to the node
  18958. * @see http://doc.babylonjs.com/features/behaviour
  18959. * @param behavior defines the behavior to attach
  18960. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18961. * @returns the current Node
  18962. */
  18963. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18964. var _this = this;
  18965. if (attachImmediately === void 0) { attachImmediately = false; }
  18966. var index = this._behaviors.indexOf(behavior);
  18967. if (index !== -1) {
  18968. return this;
  18969. }
  18970. behavior.init();
  18971. if (this._scene.isLoading && !attachImmediately) {
  18972. // We defer the attach when the scene will be loaded
  18973. this._scene.onDataLoadedObservable.addOnce(function () {
  18974. behavior.attach(_this);
  18975. });
  18976. }
  18977. else {
  18978. behavior.attach(this);
  18979. }
  18980. this._behaviors.push(behavior);
  18981. return this;
  18982. };
  18983. /**
  18984. * Remove an attached behavior
  18985. * @see http://doc.babylonjs.com/features/behaviour
  18986. * @param behavior defines the behavior to attach
  18987. * @returns the current Node
  18988. */
  18989. Node.prototype.removeBehavior = function (behavior) {
  18990. var index = this._behaviors.indexOf(behavior);
  18991. if (index === -1) {
  18992. return this;
  18993. }
  18994. this._behaviors[index].detach();
  18995. this._behaviors.splice(index, 1);
  18996. return this;
  18997. };
  18998. Object.defineProperty(Node.prototype, "behaviors", {
  18999. /**
  19000. * Gets the list of attached behaviors
  19001. * @see http://doc.babylonjs.com/features/behaviour
  19002. */
  19003. get: function () {
  19004. return this._behaviors;
  19005. },
  19006. enumerable: true,
  19007. configurable: true
  19008. });
  19009. /**
  19010. * Gets an attached behavior by name
  19011. * @param name defines the name of the behavior to look for
  19012. * @see http://doc.babylonjs.com/features/behaviour
  19013. * @returns null if behavior was not found else the requested behavior
  19014. */
  19015. Node.prototype.getBehaviorByName = function (name) {
  19016. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19017. var behavior = _a[_i];
  19018. if (behavior.name === name) {
  19019. return behavior;
  19020. }
  19021. }
  19022. return null;
  19023. };
  19024. /**
  19025. * Returns the latest update of the World matrix
  19026. * @returns a Matrix
  19027. */
  19028. Node.prototype.getWorldMatrix = function () {
  19029. if (this._currentRenderId !== this._scene.getRenderId()) {
  19030. this.computeWorldMatrix();
  19031. }
  19032. return this._worldMatrix;
  19033. };
  19034. /** @hidden */
  19035. Node.prototype._getWorldMatrixDeterminant = function () {
  19036. return this._worldMatrixDeterminant;
  19037. };
  19038. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19039. /**
  19040. * Returns directly the latest state of the mesh World matrix.
  19041. * A Matrix is returned.
  19042. */
  19043. get: function () {
  19044. return this._worldMatrix;
  19045. },
  19046. enumerable: true,
  19047. configurable: true
  19048. });
  19049. // override it in derived class if you add new variables to the cache
  19050. // and call the parent class method
  19051. /** @hidden */
  19052. Node.prototype._initCache = function () {
  19053. this._cache = {};
  19054. this._cache.parent = undefined;
  19055. };
  19056. /** @hidden */
  19057. Node.prototype.updateCache = function (force) {
  19058. if (!force && this.isSynchronized()) {
  19059. return;
  19060. }
  19061. this._cache.parent = this.parent;
  19062. this._updateCache();
  19063. };
  19064. // override it in derived class if you add new variables to the cache
  19065. // and call the parent class method if !ignoreParentClass
  19066. /** @hidden */
  19067. Node.prototype._updateCache = function (ignoreParentClass) {
  19068. };
  19069. // override it in derived class if you add new variables to the cache
  19070. /** @hidden */
  19071. Node.prototype._isSynchronized = function () {
  19072. return true;
  19073. };
  19074. /** @hidden */
  19075. Node.prototype._markSyncedWithParent = function () {
  19076. if (this._parentNode) {
  19077. this._parentRenderId = this._parentNode._childRenderId;
  19078. }
  19079. };
  19080. /** @hidden */
  19081. Node.prototype.isSynchronizedWithParent = function () {
  19082. if (!this._parentNode) {
  19083. return true;
  19084. }
  19085. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19086. return false;
  19087. }
  19088. return this._parentNode.isSynchronized();
  19089. };
  19090. /** @hidden */
  19091. Node.prototype.isSynchronized = function () {
  19092. if (this._cache.parent != this._parentNode) {
  19093. this._cache.parent = this._parentNode;
  19094. return false;
  19095. }
  19096. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19097. return false;
  19098. }
  19099. return this._isSynchronized();
  19100. };
  19101. /**
  19102. * Is this node ready to be used/rendered
  19103. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19104. * @return true if the node is ready
  19105. */
  19106. Node.prototype.isReady = function (completeCheck) {
  19107. if (completeCheck === void 0) { completeCheck = false; }
  19108. return this._isReady;
  19109. };
  19110. /**
  19111. * Is this node enabled?
  19112. * 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
  19113. * @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
  19114. * @return whether this node (and its parent) is enabled
  19115. */
  19116. Node.prototype.isEnabled = function (checkAncestors) {
  19117. if (checkAncestors === void 0) { checkAncestors = true; }
  19118. if (checkAncestors === false) {
  19119. return this._isEnabled;
  19120. }
  19121. if (!this._isEnabled) {
  19122. return false;
  19123. }
  19124. return this._isParentEnabled;
  19125. };
  19126. /** @hidden */
  19127. Node.prototype._syncParentEnabledState = function () {
  19128. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19129. if (this._children) {
  19130. this._children.forEach(function (c) {
  19131. c._syncParentEnabledState(); // Force children to update accordingly
  19132. });
  19133. }
  19134. };
  19135. /**
  19136. * Set the enabled state of this node
  19137. * @param value defines the new enabled state
  19138. */
  19139. Node.prototype.setEnabled = function (value) {
  19140. this._isEnabled = value;
  19141. this._syncParentEnabledState();
  19142. };
  19143. /**
  19144. * Is this node a descendant of the given node?
  19145. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19146. * @param ancestor defines the parent node to inspect
  19147. * @returns a boolean indicating if this node is a descendant of the given node
  19148. */
  19149. Node.prototype.isDescendantOf = function (ancestor) {
  19150. if (this.parent) {
  19151. if (this.parent === ancestor) {
  19152. return true;
  19153. }
  19154. return this.parent.isDescendantOf(ancestor);
  19155. }
  19156. return false;
  19157. };
  19158. /** @hidden */
  19159. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19160. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19161. if (!this._children) {
  19162. return;
  19163. }
  19164. for (var index = 0; index < this._children.length; index++) {
  19165. var item = this._children[index];
  19166. if (!predicate || predicate(item)) {
  19167. results.push(item);
  19168. }
  19169. if (!directDescendantsOnly) {
  19170. item._getDescendants(results, false, predicate);
  19171. }
  19172. }
  19173. };
  19174. /**
  19175. * Will return all nodes that have this node as ascendant
  19176. * @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
  19177. * @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
  19178. * @return all children nodes of all types
  19179. */
  19180. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19181. var results = new Array();
  19182. this._getDescendants(results, directDescendantsOnly, predicate);
  19183. return results;
  19184. };
  19185. /**
  19186. * Get all child-meshes of this node
  19187. * @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
  19188. * @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
  19189. * @returns an array of AbstractMesh
  19190. */
  19191. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19192. var results = [];
  19193. this._getDescendants(results, directDescendantsOnly, function (node) {
  19194. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19195. });
  19196. return results;
  19197. };
  19198. /**
  19199. * Get all child-transformNodes of this node
  19200. * @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
  19201. * @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
  19202. * @returns an array of TransformNode
  19203. */
  19204. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19205. var results = [];
  19206. this._getDescendants(results, directDescendantsOnly, function (node) {
  19207. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19208. });
  19209. return results;
  19210. };
  19211. /**
  19212. * Get all direct children of this node
  19213. * @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
  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 (Default: true)
  19215. * @returns an array of Node
  19216. */
  19217. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19218. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19219. return this.getDescendants(directDescendantsOnly, predicate);
  19220. };
  19221. /** @hidden */
  19222. Node.prototype._setReady = function (state) {
  19223. if (state === this._isReady) {
  19224. return;
  19225. }
  19226. if (!state) {
  19227. this._isReady = false;
  19228. return;
  19229. }
  19230. if (this.onReady) {
  19231. this.onReady(this);
  19232. }
  19233. this._isReady = true;
  19234. };
  19235. /**
  19236. * Get an animation by name
  19237. * @param name defines the name of the animation to look for
  19238. * @returns null if not found else the requested animation
  19239. */
  19240. Node.prototype.getAnimationByName = function (name) {
  19241. for (var i = 0; i < this.animations.length; i++) {
  19242. var animation = this.animations[i];
  19243. if (animation.name === name) {
  19244. return animation;
  19245. }
  19246. }
  19247. return null;
  19248. };
  19249. /**
  19250. * Creates an animation range for this node
  19251. * @param name defines the name of the range
  19252. * @param from defines the starting key
  19253. * @param to defines the end key
  19254. */
  19255. Node.prototype.createAnimationRange = function (name, from, to) {
  19256. // check name not already in use
  19257. if (!this._ranges[name]) {
  19258. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19259. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19260. if (this.animations[i]) {
  19261. this.animations[i].createRange(name, from, to);
  19262. }
  19263. }
  19264. }
  19265. };
  19266. /**
  19267. * Delete a specific animation range
  19268. * @param name defines the name of the range to delete
  19269. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19270. */
  19271. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19272. if (deleteFrames === void 0) { deleteFrames = true; }
  19273. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19274. if (this.animations[i]) {
  19275. this.animations[i].deleteRange(name, deleteFrames);
  19276. }
  19277. }
  19278. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19279. };
  19280. /**
  19281. * Get an animation range by name
  19282. * @param name defines the name of the animation range to look for
  19283. * @returns null if not found else the requested animation range
  19284. */
  19285. Node.prototype.getAnimationRange = function (name) {
  19286. return this._ranges[name];
  19287. };
  19288. /**
  19289. * Will start the animation sequence
  19290. * @param name defines the range frames for animation sequence
  19291. * @param loop defines if the animation should loop (false by default)
  19292. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19293. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19294. * @returns the object created for this animation. If range does not exist, it will return null
  19295. */
  19296. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19297. var range = this.getAnimationRange(name);
  19298. if (!range) {
  19299. return null;
  19300. }
  19301. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19302. };
  19303. /**
  19304. * Serialize animation ranges into a JSON compatible object
  19305. * @returns serialization object
  19306. */
  19307. Node.prototype.serializeAnimationRanges = function () {
  19308. var serializationRanges = [];
  19309. for (var name in this._ranges) {
  19310. var localRange = this._ranges[name];
  19311. if (!localRange) {
  19312. continue;
  19313. }
  19314. var range = {};
  19315. range.name = name;
  19316. range.from = localRange.from;
  19317. range.to = localRange.to;
  19318. serializationRanges.push(range);
  19319. }
  19320. return serializationRanges;
  19321. };
  19322. /**
  19323. * Computes the world matrix of the node
  19324. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19325. * @returns the world matrix
  19326. */
  19327. Node.prototype.computeWorldMatrix = function (force) {
  19328. if (!this._worldMatrix) {
  19329. this._worldMatrix = BABYLON.Matrix.Identity();
  19330. }
  19331. return this._worldMatrix;
  19332. };
  19333. /**
  19334. * Releases resources associated with this node.
  19335. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19336. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19337. */
  19338. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19339. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19340. this._isDisposed = true;
  19341. if (!doNotRecurse) {
  19342. var nodes = this.getDescendants(true);
  19343. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19344. var node = nodes_1[_i];
  19345. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19346. }
  19347. }
  19348. else {
  19349. var transformNodes = this.getChildTransformNodes(true);
  19350. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19351. var transformNode = transformNodes_1[_a];
  19352. transformNode.parent = null;
  19353. transformNode.computeWorldMatrix(true);
  19354. }
  19355. }
  19356. if (!this.parent) {
  19357. this.removeFromSceneRootNodes();
  19358. }
  19359. else {
  19360. this.parent = null;
  19361. }
  19362. // Callback
  19363. this.onDisposeObservable.notifyObservers(this);
  19364. this.onDisposeObservable.clear();
  19365. // Behaviors
  19366. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19367. var behavior = _c[_b];
  19368. behavior.detach();
  19369. }
  19370. this._behaviors = [];
  19371. };
  19372. /**
  19373. * Parse animation range data from a serialization object and store them into a given node
  19374. * @param node defines where to store the animation ranges
  19375. * @param parsedNode defines the serialization object to read data from
  19376. * @param scene defines the hosting scene
  19377. */
  19378. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19379. if (parsedNode.ranges) {
  19380. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19381. var data = parsedNode.ranges[index];
  19382. node.createAnimationRange(data.name, data.from, data.to);
  19383. }
  19384. }
  19385. };
  19386. Node._NodeConstructors = {};
  19387. __decorate([
  19388. BABYLON.serialize()
  19389. ], Node.prototype, "name", void 0);
  19390. __decorate([
  19391. BABYLON.serialize()
  19392. ], Node.prototype, "id", void 0);
  19393. __decorate([
  19394. BABYLON.serialize()
  19395. ], Node.prototype, "uniqueId", void 0);
  19396. __decorate([
  19397. BABYLON.serialize()
  19398. ], Node.prototype, "state", void 0);
  19399. __decorate([
  19400. BABYLON.serialize()
  19401. ], Node.prototype, "metadata", void 0);
  19402. return Node;
  19403. }());
  19404. BABYLON.Node = Node;
  19405. })(BABYLON || (BABYLON = {}));
  19406. //# sourceMappingURL=babylon.node.js.map
  19407. var BABYLON;
  19408. (function (BABYLON) {
  19409. /**
  19410. * Class used to store bounding sphere information
  19411. */
  19412. var BoundingSphere = /** @class */ (function () {
  19413. /**
  19414. * Creates a new bounding sphere
  19415. * @param min defines the minimum vector (in local space)
  19416. * @param max defines the maximum vector (in local space)
  19417. * @param worldMatrix defines the new world matrix
  19418. */
  19419. function BoundingSphere(min, max, worldMatrix) {
  19420. /**
  19421. * Gets the center of the bounding sphere in local space
  19422. */
  19423. this.center = BABYLON.Vector3.Zero();
  19424. /**
  19425. * Gets the center of the bounding sphere in world space
  19426. */
  19427. this.centerWorld = BABYLON.Vector3.Zero();
  19428. /**
  19429. * Gets the minimum vector in local space
  19430. */
  19431. this.minimum = BABYLON.Vector3.Zero();
  19432. /**
  19433. * Gets the maximum vector in local space
  19434. */
  19435. this.maximum = BABYLON.Vector3.Zero();
  19436. this.reConstruct(min, max, worldMatrix);
  19437. }
  19438. /**
  19439. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19440. * @param min defines the new minimum vector (in local space)
  19441. * @param max defines the new maximum vector (in local space)
  19442. * @param worldMatrix defines the new world matrix
  19443. */
  19444. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19445. this.minimum.copyFrom(min);
  19446. this.maximum.copyFrom(max);
  19447. var distance = BABYLON.Vector3.Distance(min, max);
  19448. max.addToRef(min, this.center).scaleInPlace(0.5);
  19449. this.radius = distance * 0.5;
  19450. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19451. };
  19452. /**
  19453. * Scale the current bounding sphere by applying a scale factor
  19454. * @param factor defines the scale factor to apply
  19455. * @returns the current bounding box
  19456. */
  19457. BoundingSphere.prototype.scale = function (factor) {
  19458. var newRadius = this.radius * factor;
  19459. var tmpVectors = BoundingSphere.TmpVector3;
  19460. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19461. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19462. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19463. this.reConstruct(min, max, this._worldMatrix);
  19464. return this;
  19465. };
  19466. /**
  19467. * Gets the world matrix of the bounding box
  19468. * @returns a matrix
  19469. */
  19470. BoundingSphere.prototype.getWorldMatrix = function () {
  19471. return this._worldMatrix;
  19472. };
  19473. // Methods
  19474. /** @hidden */
  19475. BoundingSphere.prototype._update = function (worldMatrix) {
  19476. if (!worldMatrix.isIdentity()) {
  19477. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19478. var tempVector = BoundingSphere.TmpVector3[0];
  19479. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19480. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19481. }
  19482. else {
  19483. this.centerWorld.copyFrom(this.center);
  19484. this.radiusWorld = this.radius;
  19485. }
  19486. };
  19487. /**
  19488. * Tests if the bounding sphere is intersecting the frustum planes
  19489. * @param frustumPlanes defines the frustum planes to test
  19490. * @returns true if there is an intersection
  19491. */
  19492. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19493. for (var i = 0; i < 6; i++) {
  19494. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19495. return false;
  19496. }
  19497. }
  19498. return true;
  19499. };
  19500. /**
  19501. * Tests if a point is inside the bounding sphere
  19502. * @param point defines the point to test
  19503. * @returns true if the point is inside the bounding sphere
  19504. */
  19505. BoundingSphere.prototype.intersectsPoint = function (point) {
  19506. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19507. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19508. return false;
  19509. }
  19510. return true;
  19511. };
  19512. // Statics
  19513. /**
  19514. * Checks if two sphere intersct
  19515. * @param sphere0 sphere 0
  19516. * @param sphere1 sphere 1
  19517. * @returns true if the speres intersect
  19518. */
  19519. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19520. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19521. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19522. if (radiusSum * radiusSum < squareDistance) {
  19523. return false;
  19524. }
  19525. return true;
  19526. };
  19527. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19528. return BoundingSphere;
  19529. }());
  19530. BABYLON.BoundingSphere = BoundingSphere;
  19531. })(BABYLON || (BABYLON = {}));
  19532. //# sourceMappingURL=babylon.boundingSphere.js.map
  19533. var BABYLON;
  19534. (function (BABYLON) {
  19535. /**
  19536. * Class used to store bounding box information
  19537. */
  19538. var BoundingBox = /** @class */ (function () {
  19539. /**
  19540. * Creates a new bounding box
  19541. * @param min defines the minimum vector (in local space)
  19542. * @param max defines the maximum vector (in local space)
  19543. * @param worldMatrix defines the new world matrix
  19544. */
  19545. function BoundingBox(min, max, worldMatrix) {
  19546. /**
  19547. * Gets the 8 vectors representing the bounding box in local space
  19548. */
  19549. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19550. /**
  19551. * Gets the center of the bounding box in local space
  19552. */
  19553. this.center = BABYLON.Vector3.Zero();
  19554. /**
  19555. * Gets the center of the bounding box in world space
  19556. */
  19557. this.centerWorld = BABYLON.Vector3.Zero();
  19558. /**
  19559. * Gets the extend size in local space
  19560. */
  19561. this.extendSize = BABYLON.Vector3.Zero();
  19562. /**
  19563. * Gets the extend size in world space
  19564. */
  19565. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19566. /**
  19567. * Gets the OBB (object bounding box) directions
  19568. */
  19569. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19570. /**
  19571. * Gets the 8 vectors representing the bounding box in world space
  19572. */
  19573. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19574. /**
  19575. * Gets the minimum vector in world space
  19576. */
  19577. this.minimumWorld = BABYLON.Vector3.Zero();
  19578. /**
  19579. * Gets the maximum vector in world space
  19580. */
  19581. this.maximumWorld = BABYLON.Vector3.Zero();
  19582. /**
  19583. * Gets the minimum vector in local space
  19584. */
  19585. this.minimum = BABYLON.Vector3.Zero();
  19586. /**
  19587. * Gets the maximum vector in local space
  19588. */
  19589. this.maximum = BABYLON.Vector3.Zero();
  19590. this.reConstruct(min, max, worldMatrix);
  19591. }
  19592. // Methods
  19593. /**
  19594. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19595. * @param min defines the new minimum vector (in local space)
  19596. * @param max defines the new maximum vector (in local space)
  19597. * @param worldMatrix defines the new world matrix
  19598. */
  19599. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19600. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19601. var vectors = this.vectors;
  19602. this.minimum.copyFromFloats(minX, minY, minZ);
  19603. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19604. vectors[0].copyFromFloats(minX, minY, minZ);
  19605. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19606. vectors[2].copyFromFloats(maxX, minY, minZ);
  19607. vectors[3].copyFromFloats(minX, maxY, minZ);
  19608. vectors[4].copyFromFloats(minX, minY, maxZ);
  19609. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19610. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19611. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19612. // OBB
  19613. max.addToRef(min, this.center).scaleInPlace(0.5);
  19614. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19615. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19616. };
  19617. /**
  19618. * Scale the current bounding box by applying a scale factor
  19619. * @param factor defines the scale factor to apply
  19620. * @returns the current bounding box
  19621. */
  19622. BoundingBox.prototype.scale = function (factor) {
  19623. var tmpVectors = BoundingBox.TmpVector3;
  19624. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19625. var len = diff.length();
  19626. diff.normalizeFromLength(len);
  19627. var distance = len * factor;
  19628. var newRadius = diff.scaleInPlace(distance * 0.5);
  19629. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19630. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19631. this.reConstruct(min, max, this._worldMatrix);
  19632. return this;
  19633. };
  19634. /**
  19635. * Gets the world matrix of the bounding box
  19636. * @returns a matrix
  19637. */
  19638. BoundingBox.prototype.getWorldMatrix = function () {
  19639. return this._worldMatrix;
  19640. };
  19641. /** @hidden */
  19642. BoundingBox.prototype._update = function (world) {
  19643. var minWorld = this.minimumWorld;
  19644. var maxWorld = this.maximumWorld;
  19645. var directions = this.directions;
  19646. var vectorsWorld = this.vectorsWorld;
  19647. var vectors = this.vectors;
  19648. if (!world.isIdentity()) {
  19649. minWorld.setAll(Number.MAX_VALUE);
  19650. maxWorld.setAll(-Number.MAX_VALUE);
  19651. for (var index = 0; index < 8; ++index) {
  19652. var v = vectorsWorld[index];
  19653. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19654. minWorld.minimizeInPlace(v);
  19655. maxWorld.maximizeInPlace(v);
  19656. }
  19657. // Extend
  19658. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19659. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19660. }
  19661. else {
  19662. minWorld.copyFrom(this.minimum);
  19663. maxWorld.copyFrom(this.maximum);
  19664. for (var index = 0; index < 8; ++index) {
  19665. vectorsWorld[index].copyFrom(vectors[index]);
  19666. }
  19667. // Extend
  19668. this.extendSizeWorld.copyFrom(this.extendSize);
  19669. this.centerWorld.copyFrom(this.center);
  19670. }
  19671. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19672. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19673. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19674. this._worldMatrix = world;
  19675. };
  19676. /**
  19677. * Tests if the bounding box is intersecting the frustum planes
  19678. * @param frustumPlanes defines the frustum planes to test
  19679. * @returns true if there is an intersection
  19680. */
  19681. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19682. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19683. };
  19684. /**
  19685. * Tests if the bounding box is entirely inside the frustum planes
  19686. * @param frustumPlanes defines the frustum planes to test
  19687. * @returns true if there is an inclusion
  19688. */
  19689. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19690. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19691. };
  19692. /**
  19693. * Tests if a point is inside the bounding box
  19694. * @param point defines the point to test
  19695. * @returns true if the point is inside the bounding box
  19696. */
  19697. BoundingBox.prototype.intersectsPoint = function (point) {
  19698. var min = this.minimumWorld;
  19699. var max = this.maximumWorld;
  19700. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19701. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19702. var delta = -BABYLON.Epsilon;
  19703. if (maxX - pointX < delta || delta > pointX - minX) {
  19704. return false;
  19705. }
  19706. if (maxY - pointY < delta || delta > pointY - minY) {
  19707. return false;
  19708. }
  19709. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19710. return false;
  19711. }
  19712. return true;
  19713. };
  19714. /**
  19715. * Tests if the bounding box intersects with a bounding sphere
  19716. * @param sphere defines the sphere to test
  19717. * @returns true if there is an intersection
  19718. */
  19719. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19720. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19721. };
  19722. /**
  19723. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19724. * @param min defines the min vector to use
  19725. * @param max defines the max vector to use
  19726. * @returns true if there is an intersection
  19727. */
  19728. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19729. var myMin = this.minimumWorld;
  19730. var myMax = this.maximumWorld;
  19731. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19732. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19733. if (myMaxX < minX || myMinX > maxX) {
  19734. return false;
  19735. }
  19736. if (myMaxY < minY || myMinY > maxY) {
  19737. return false;
  19738. }
  19739. if (myMaxZ < minZ || myMinZ > maxZ) {
  19740. return false;
  19741. }
  19742. return true;
  19743. };
  19744. // Statics
  19745. /**
  19746. * Tests if two bounding boxes are intersections
  19747. * @param box0 defines the first box to test
  19748. * @param box1 defines the second box to test
  19749. * @returns true if there is an intersection
  19750. */
  19751. BoundingBox.Intersects = function (box0, box1) {
  19752. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19753. };
  19754. /**
  19755. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19756. * @param minPoint defines the minimum vector of the bounding box
  19757. * @param maxPoint defines the maximum vector of the bounding box
  19758. * @param sphereCenter defines the sphere center
  19759. * @param sphereRadius defines the sphere radius
  19760. * @returns true if there is an intersection
  19761. */
  19762. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19763. var vector = BoundingBox.TmpVector3[0];
  19764. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19765. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19766. return (num <= (sphereRadius * sphereRadius));
  19767. };
  19768. /**
  19769. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19770. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19771. * @param frustumPlanes defines the frustum planes to test
  19772. * @return true if there is an inclusion
  19773. */
  19774. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19775. for (var p = 0; p < 6; ++p) {
  19776. var frustumPlane = frustumPlanes[p];
  19777. for (var i = 0; i < 8; ++i) {
  19778. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19779. return false;
  19780. }
  19781. }
  19782. }
  19783. return true;
  19784. };
  19785. /**
  19786. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19787. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19788. * @param frustumPlanes defines the frustum planes to test
  19789. * @return true if there is an intersection
  19790. */
  19791. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19792. for (var p = 0; p < 6; ++p) {
  19793. var canReturnFalse = true;
  19794. var frustumPlane = frustumPlanes[p];
  19795. for (var i = 0; i < 8; ++i) {
  19796. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19797. canReturnFalse = false;
  19798. break;
  19799. }
  19800. }
  19801. if (canReturnFalse) {
  19802. return false;
  19803. }
  19804. }
  19805. return true;
  19806. };
  19807. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19808. return BoundingBox;
  19809. }());
  19810. BABYLON.BoundingBox = BoundingBox;
  19811. })(BABYLON || (BABYLON = {}));
  19812. //# sourceMappingURL=babylon.boundingBox.js.map
  19813. var BABYLON;
  19814. (function (BABYLON) {
  19815. var _result0 = { min: 0, max: 0 };
  19816. var _result1 = { min: 0, max: 0 };
  19817. var computeBoxExtents = function (axis, box, result) {
  19818. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19819. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19820. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19821. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19822. var r = r0 + r1 + r2;
  19823. result.min = p - r;
  19824. result.max = p + r;
  19825. };
  19826. var axisOverlap = function (axis, box0, box1) {
  19827. computeBoxExtents(axis, box0, _result0);
  19828. computeBoxExtents(axis, box1, _result1);
  19829. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19830. };
  19831. /**
  19832. * Info for a bounding data of a mesh
  19833. */
  19834. var BoundingInfo = /** @class */ (function () {
  19835. /**
  19836. * Constructs bounding info
  19837. * @param minimum min vector of the bounding box/sphere
  19838. * @param maximum max vector of the bounding box/sphere
  19839. * @param worldMatrix defines the new world matrix
  19840. */
  19841. function BoundingInfo(minimum, maximum, worldMatrix) {
  19842. this._isLocked = false;
  19843. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19844. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19845. }
  19846. /**
  19847. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19848. * @param min defines the new minimum vector (in local space)
  19849. * @param max defines the new maximum vector (in local space)
  19850. * @param worldMatrix defines the new world matrix
  19851. */
  19852. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19853. this.boundingBox.reConstruct(min, max, worldMatrix);
  19854. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19855. };
  19856. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19857. /**
  19858. * min vector of the bounding box/sphere
  19859. */
  19860. get: function () {
  19861. return this.boundingBox.minimum;
  19862. },
  19863. enumerable: true,
  19864. configurable: true
  19865. });
  19866. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19867. /**
  19868. * max vector of the bounding box/sphere
  19869. */
  19870. get: function () {
  19871. return this.boundingBox.maximum;
  19872. },
  19873. enumerable: true,
  19874. configurable: true
  19875. });
  19876. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19877. /**
  19878. * If the info is locked and won't be updated to avoid perf overhead
  19879. */
  19880. get: function () {
  19881. return this._isLocked;
  19882. },
  19883. set: function (value) {
  19884. this._isLocked = value;
  19885. },
  19886. enumerable: true,
  19887. configurable: true
  19888. });
  19889. // Methods
  19890. /**
  19891. * Updates the bounding sphere and box
  19892. * @param world world matrix to be used to update
  19893. */
  19894. BoundingInfo.prototype.update = function (world) {
  19895. if (this._isLocked) {
  19896. return;
  19897. }
  19898. this.boundingBox._update(world);
  19899. this.boundingSphere._update(world);
  19900. };
  19901. /**
  19902. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19903. * @param center New center of the bounding info
  19904. * @param extend New extend of the bounding info
  19905. * @returns the current bounding info
  19906. */
  19907. BoundingInfo.prototype.centerOn = function (center, extend) {
  19908. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19909. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19910. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19911. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19912. return this;
  19913. };
  19914. /**
  19915. * Scale the current bounding info by applying a scale factor
  19916. * @param factor defines the scale factor to apply
  19917. * @returns the current bounding info
  19918. */
  19919. BoundingInfo.prototype.scale = function (factor) {
  19920. this.boundingBox.scale(factor);
  19921. this.boundingSphere.scale(factor);
  19922. return this;
  19923. };
  19924. /**
  19925. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19926. * @param frustumPlanes defines the frustum to test
  19927. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19928. * @returns true if the bounding info is in the frustum planes
  19929. */
  19930. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19931. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19932. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19933. return false;
  19934. }
  19935. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19936. return true;
  19937. }
  19938. return this.boundingBox.isInFrustum(frustumPlanes);
  19939. };
  19940. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19941. /**
  19942. * Gets the world distance between the min and max points of the bounding box
  19943. */
  19944. get: function () {
  19945. var boundingBox = this.boundingBox;
  19946. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19947. return diag.length();
  19948. },
  19949. enumerable: true,
  19950. configurable: true
  19951. });
  19952. /**
  19953. * Checks if a cullable object (mesh...) is in the camera frustum
  19954. * Unlike isInFrustum this cheks the full bounding box
  19955. * @param frustumPlanes Camera near/planes
  19956. * @returns true if the object is in frustum otherwise false
  19957. */
  19958. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19959. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19960. };
  19961. /** @hidden */
  19962. BoundingInfo.prototype._checkCollision = function (collider) {
  19963. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19964. };
  19965. /**
  19966. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19967. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19968. * @param point the point to check intersection with
  19969. * @returns if the point intersects
  19970. */
  19971. BoundingInfo.prototype.intersectsPoint = function (point) {
  19972. if (!this.boundingSphere.centerWorld) {
  19973. return false;
  19974. }
  19975. if (!this.boundingSphere.intersectsPoint(point)) {
  19976. return false;
  19977. }
  19978. if (!this.boundingBox.intersectsPoint(point)) {
  19979. return false;
  19980. }
  19981. return true;
  19982. };
  19983. /**
  19984. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19985. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19986. * @param boundingInfo the bounding info to check intersection with
  19987. * @param precise if the intersection should be done using OBB
  19988. * @returns if the bounding info intersects
  19989. */
  19990. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19991. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19992. return false;
  19993. }
  19994. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19995. return false;
  19996. }
  19997. if (!precise) {
  19998. return true;
  19999. }
  20000. var box0 = this.boundingBox;
  20001. var box1 = boundingInfo.boundingBox;
  20002. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20039. return false;
  20040. }
  20041. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20042. return false;
  20043. }
  20044. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20045. return false;
  20046. }
  20047. return true;
  20048. };
  20049. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20050. return BoundingInfo;
  20051. }());
  20052. BABYLON.BoundingInfo = BoundingInfo;
  20053. })(BABYLON || (BABYLON = {}));
  20054. //# sourceMappingURL=babylon.boundingInfo.js.map
  20055. var BABYLON;
  20056. (function (BABYLON) {
  20057. /**
  20058. * 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.
  20059. * @see https://doc.babylonjs.com/how_to/transformnode
  20060. */
  20061. var TransformNode = /** @class */ (function (_super) {
  20062. __extends(TransformNode, _super);
  20063. function TransformNode(name, scene, isPure) {
  20064. if (scene === void 0) { scene = null; }
  20065. if (isPure === void 0) { isPure = true; }
  20066. var _this = _super.call(this, name, scene) || this;
  20067. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20068. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20069. _this._up = new BABYLON.Vector3(0, 1, 0);
  20070. _this._right = new BABYLON.Vector3(1, 0, 0);
  20071. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20072. // Properties
  20073. _this._position = BABYLON.Vector3.Zero();
  20074. _this._rotation = BABYLON.Vector3.Zero();
  20075. _this._scaling = BABYLON.Vector3.One();
  20076. _this._isDirty = false;
  20077. /**
  20078. * Set the billboard mode. Default is 0.
  20079. *
  20080. * | Value | Type | Description |
  20081. * | --- | --- | --- |
  20082. * | 0 | BILLBOARDMODE_NONE | |
  20083. * | 1 | BILLBOARDMODE_X | |
  20084. * | 2 | BILLBOARDMODE_Y | |
  20085. * | 4 | BILLBOARDMODE_Z | |
  20086. * | 7 | BILLBOARDMODE_ALL | |
  20087. *
  20088. */
  20089. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20090. /**
  20091. * 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
  20092. */
  20093. _this.scalingDeterminant = 1;
  20094. /**
  20095. * Sets the distance of the object to max, often used by skybox
  20096. */
  20097. _this.infiniteDistance = false;
  20098. /**
  20099. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20100. * By default the system will update normals to compensate
  20101. */
  20102. _this.ignoreNonUniformScaling = false;
  20103. /** @hidden */
  20104. _this._localMatrix = BABYLON.Matrix.Zero();
  20105. _this._absolutePosition = BABYLON.Vector3.Zero();
  20106. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20107. _this._postMultiplyPivotMatrix = false;
  20108. _this._isWorldMatrixFrozen = false;
  20109. /** @hidden */
  20110. _this._indexInSceneTransformNodesArray = -1;
  20111. /**
  20112. * An event triggered after the world matrix is updated
  20113. */
  20114. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20115. _this._nonUniformScaling = false;
  20116. if (isPure) {
  20117. _this.getScene().addTransformNode(_this);
  20118. }
  20119. return _this;
  20120. }
  20121. /**
  20122. * Gets a string identifying the name of the class
  20123. * @returns "TransformNode" string
  20124. */
  20125. TransformNode.prototype.getClassName = function () {
  20126. return "TransformNode";
  20127. };
  20128. Object.defineProperty(TransformNode.prototype, "position", {
  20129. /**
  20130. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20131. */
  20132. get: function () {
  20133. return this._position;
  20134. },
  20135. set: function (newPosition) {
  20136. this._position = newPosition;
  20137. this._isDirty = true;
  20138. },
  20139. enumerable: true,
  20140. configurable: true
  20141. });
  20142. Object.defineProperty(TransformNode.prototype, "rotation", {
  20143. /**
  20144. * 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)).
  20145. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20146. */
  20147. get: function () {
  20148. return this._rotation;
  20149. },
  20150. set: function (newRotation) {
  20151. this._rotation = newRotation;
  20152. this._isDirty = true;
  20153. },
  20154. enumerable: true,
  20155. configurable: true
  20156. });
  20157. Object.defineProperty(TransformNode.prototype, "scaling", {
  20158. /**
  20159. * 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)).
  20160. */
  20161. get: function () {
  20162. return this._scaling;
  20163. },
  20164. set: function (newScaling) {
  20165. this._scaling = newScaling;
  20166. this._isDirty = true;
  20167. },
  20168. enumerable: true,
  20169. configurable: true
  20170. });
  20171. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20172. /**
  20173. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20174. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20175. */
  20176. get: function () {
  20177. return this._rotationQuaternion;
  20178. },
  20179. set: function (quaternion) {
  20180. this._rotationQuaternion = quaternion;
  20181. //reset the rotation vector.
  20182. if (quaternion) {
  20183. this.rotation.setAll(0.0);
  20184. }
  20185. },
  20186. enumerable: true,
  20187. configurable: true
  20188. });
  20189. Object.defineProperty(TransformNode.prototype, "forward", {
  20190. /**
  20191. * The forward direction of that transform in world space.
  20192. */
  20193. get: function () {
  20194. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20195. },
  20196. enumerable: true,
  20197. configurable: true
  20198. });
  20199. Object.defineProperty(TransformNode.prototype, "up", {
  20200. /**
  20201. * The up direction of that transform in world space.
  20202. */
  20203. get: function () {
  20204. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20205. },
  20206. enumerable: true,
  20207. configurable: true
  20208. });
  20209. Object.defineProperty(TransformNode.prototype, "right", {
  20210. /**
  20211. * The right direction of that transform in world space.
  20212. */
  20213. get: function () {
  20214. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20215. },
  20216. enumerable: true,
  20217. configurable: true
  20218. });
  20219. /**
  20220. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20221. * @param matrix the matrix to copy the pose from
  20222. * @returns this TransformNode.
  20223. */
  20224. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20225. this._poseMatrix.copyFrom(matrix);
  20226. return this;
  20227. };
  20228. /**
  20229. * Returns the mesh Pose matrix.
  20230. * @returns the pose matrix
  20231. */
  20232. TransformNode.prototype.getPoseMatrix = function () {
  20233. return this._poseMatrix;
  20234. };
  20235. /** @hidden */
  20236. TransformNode.prototype._isSynchronized = function () {
  20237. if (this._isDirty) {
  20238. return false;
  20239. }
  20240. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20241. return false;
  20242. }
  20243. if (this._cache.pivotMatrixUpdated) {
  20244. return false;
  20245. }
  20246. if (this.infiniteDistance) {
  20247. return false;
  20248. }
  20249. if (!this._cache.position.equals(this._position)) {
  20250. return false;
  20251. }
  20252. if (this._rotationQuaternion) {
  20253. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20254. return false;
  20255. }
  20256. }
  20257. if (!this._cache.rotation.equals(this._rotation)) {
  20258. return false;
  20259. }
  20260. if (!this._cache.scaling.equals(this._scaling)) {
  20261. return false;
  20262. }
  20263. return true;
  20264. };
  20265. /** @hidden */
  20266. TransformNode.prototype._initCache = function () {
  20267. _super.prototype._initCache.call(this);
  20268. this._cache.localMatrixUpdated = false;
  20269. this._cache.position = BABYLON.Vector3.Zero();
  20270. this._cache.scaling = BABYLON.Vector3.Zero();
  20271. this._cache.rotation = BABYLON.Vector3.Zero();
  20272. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20273. this._cache.billboardMode = -1;
  20274. this._cache.infiniteDistance = false;
  20275. };
  20276. /**
  20277. * Flag the transform node as dirty (Forcing it to update everything)
  20278. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20279. * @returns this transform node
  20280. */
  20281. TransformNode.prototype.markAsDirty = function (property) {
  20282. if (property === "rotation") {
  20283. this.rotationQuaternion = null;
  20284. }
  20285. this._currentRenderId = Number.MAX_VALUE;
  20286. this._isDirty = true;
  20287. return this;
  20288. };
  20289. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20290. /**
  20291. * Returns the current mesh absolute position.
  20292. * Returns a Vector3.
  20293. */
  20294. get: function () {
  20295. return this._absolutePosition;
  20296. },
  20297. enumerable: true,
  20298. configurable: true
  20299. });
  20300. /**
  20301. * Sets a new matrix to apply before all other transformation
  20302. * @param matrix defines the transform matrix
  20303. * @returns the current TransformNode
  20304. */
  20305. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20306. return this.setPivotMatrix(matrix, false);
  20307. };
  20308. /**
  20309. * Sets a new pivot matrix to the current node
  20310. * @param matrix defines the new pivot matrix to use
  20311. * @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
  20312. * @returns the current TransformNode
  20313. */
  20314. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20315. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20316. this._pivotMatrix.copyFrom(matrix);
  20317. this._cache.pivotMatrixUpdated = true;
  20318. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20319. if (this._postMultiplyPivotMatrix) {
  20320. if (!this._pivotMatrixInverse) {
  20321. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20322. }
  20323. else {
  20324. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20325. }
  20326. }
  20327. return this;
  20328. };
  20329. /**
  20330. * Returns the mesh pivot matrix.
  20331. * Default : Identity.
  20332. * @returns the matrix
  20333. */
  20334. TransformNode.prototype.getPivotMatrix = function () {
  20335. return this._pivotMatrix;
  20336. };
  20337. /**
  20338. * Prevents the World matrix to be computed any longer.
  20339. * @returns the TransformNode.
  20340. */
  20341. TransformNode.prototype.freezeWorldMatrix = function () {
  20342. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20343. this.computeWorldMatrix(true);
  20344. this._isWorldMatrixFrozen = true;
  20345. return this;
  20346. };
  20347. /**
  20348. * Allows back the World matrix computation.
  20349. * @returns the TransformNode.
  20350. */
  20351. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20352. this._isWorldMatrixFrozen = false;
  20353. this.computeWorldMatrix(true);
  20354. return this;
  20355. };
  20356. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20357. /**
  20358. * True if the World matrix has been frozen.
  20359. */
  20360. get: function () {
  20361. return this._isWorldMatrixFrozen;
  20362. },
  20363. enumerable: true,
  20364. configurable: true
  20365. });
  20366. /**
  20367. * Retuns the mesh absolute position in the World.
  20368. * @returns a Vector3.
  20369. */
  20370. TransformNode.prototype.getAbsolutePosition = function () {
  20371. this.computeWorldMatrix();
  20372. return this._absolutePosition;
  20373. };
  20374. /**
  20375. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20376. * @param absolutePosition the absolute position to set
  20377. * @returns the TransformNode.
  20378. */
  20379. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20380. if (!absolutePosition) {
  20381. return this;
  20382. }
  20383. var absolutePositionX;
  20384. var absolutePositionY;
  20385. var absolutePositionZ;
  20386. if (absolutePosition.x === undefined) {
  20387. if (arguments.length < 3) {
  20388. return this;
  20389. }
  20390. absolutePositionX = arguments[0];
  20391. absolutePositionY = arguments[1];
  20392. absolutePositionZ = arguments[2];
  20393. }
  20394. else {
  20395. absolutePositionX = absolutePosition.x;
  20396. absolutePositionY = absolutePosition.y;
  20397. absolutePositionZ = absolutePosition.z;
  20398. }
  20399. if (this.parent) {
  20400. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20401. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20402. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20403. }
  20404. else {
  20405. this.position.x = absolutePositionX;
  20406. this.position.y = absolutePositionY;
  20407. this.position.z = absolutePositionZ;
  20408. }
  20409. return this;
  20410. };
  20411. /**
  20412. * Sets the mesh position in its local space.
  20413. * @param vector3 the position to set in localspace
  20414. * @returns the TransformNode.
  20415. */
  20416. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20417. this.computeWorldMatrix();
  20418. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20419. return this;
  20420. };
  20421. /**
  20422. * Returns the mesh position in the local space from the current World matrix values.
  20423. * @returns a new Vector3.
  20424. */
  20425. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20426. this.computeWorldMatrix();
  20427. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20428. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20429. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20430. };
  20431. /**
  20432. * Translates the mesh along the passed Vector3 in its local space.
  20433. * @param vector3 the distance to translate in localspace
  20434. * @returns the TransformNode.
  20435. */
  20436. TransformNode.prototype.locallyTranslate = function (vector3) {
  20437. this.computeWorldMatrix(true);
  20438. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20439. return this;
  20440. };
  20441. /**
  20442. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20443. * @param targetPoint the position (must be in same space as current mesh) to look at
  20444. * @param yawCor optional yaw (y-axis) correction in radians
  20445. * @param pitchCor optional pitch (x-axis) correction in radians
  20446. * @param rollCor optional roll (z-axis) correction in radians
  20447. * @param space the choosen space of the target
  20448. * @returns the TransformNode.
  20449. */
  20450. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20451. if (yawCor === void 0) { yawCor = 0; }
  20452. if (pitchCor === void 0) { pitchCor = 0; }
  20453. if (rollCor === void 0) { rollCor = 0; }
  20454. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20455. var dv = TransformNode._lookAtVectorCache;
  20456. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20457. targetPoint.subtractToRef(pos, dv);
  20458. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20459. // Correct for parent's rotation offset
  20460. if (space === BABYLON.Space.WORLD && this.parent) {
  20461. if (this.rotationQuaternion) {
  20462. // Get local rotation matrix of the looking object
  20463. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20464. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20465. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20466. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20467. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20468. parentRotationMatrix.invert();
  20469. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20470. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20471. }
  20472. else {
  20473. // Get local rotation matrix of the looking object
  20474. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20475. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20476. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20477. quaternionRotation.toRotationMatrix(rotationMatrix);
  20478. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20479. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20480. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20481. parentRotationMatrix.invert();
  20482. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20483. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20484. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20485. }
  20486. }
  20487. return this;
  20488. };
  20489. /**
  20490. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20491. * This Vector3 is expressed in the World space.
  20492. * @param localAxis axis to rotate
  20493. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20494. */
  20495. TransformNode.prototype.getDirection = function (localAxis) {
  20496. var result = BABYLON.Vector3.Zero();
  20497. this.getDirectionToRef(localAxis, result);
  20498. return result;
  20499. };
  20500. /**
  20501. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20502. * localAxis is expressed in the mesh local space.
  20503. * result is computed in the Wordl space from the mesh World matrix.
  20504. * @param localAxis axis to rotate
  20505. * @param result the resulting transformnode
  20506. * @returns this TransformNode.
  20507. */
  20508. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20509. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20510. return this;
  20511. };
  20512. /**
  20513. * Sets this transform node rotation to the given local axis.
  20514. * @param localAxis the axis in local space
  20515. * @param yawCor optional yaw (y-axis) correction in radians
  20516. * @param pitchCor optional pitch (x-axis) correction in radians
  20517. * @param rollCor optional roll (z-axis) correction in radians
  20518. * @returns this TransformNode
  20519. */
  20520. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20521. if (yawCor === void 0) { yawCor = 0; }
  20522. if (pitchCor === void 0) { pitchCor = 0; }
  20523. if (rollCor === void 0) { rollCor = 0; }
  20524. var yaw = -Math.atan2(localAxis.z, localAxis.x) - Math.PI / 2;
  20525. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20526. var pitch = Math.atan2(localAxis.y, len);
  20527. if (this.rotationQuaternion) {
  20528. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20529. }
  20530. else {
  20531. this.rotation.x = pitch + pitchCor;
  20532. this.rotation.y = yaw + yawCor;
  20533. this.rotation.z = rollCor;
  20534. }
  20535. return this;
  20536. };
  20537. /**
  20538. * Sets a new pivot point to the current node
  20539. * @param point defines the new pivot point to use
  20540. * @param space defines if the point is in world or local space (local by default)
  20541. * @returns the current TransformNode
  20542. */
  20543. TransformNode.prototype.setPivotPoint = function (point, space) {
  20544. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20545. if (this.getScene().getRenderId() == 0) {
  20546. this.computeWorldMatrix(true);
  20547. }
  20548. var wm = this.getWorldMatrix();
  20549. if (space == BABYLON.Space.WORLD) {
  20550. var tmat = BABYLON.Tmp.Matrix[0];
  20551. wm.invertToRef(tmat);
  20552. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20553. }
  20554. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20555. };
  20556. /**
  20557. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20558. * @returns the pivot point
  20559. */
  20560. TransformNode.prototype.getPivotPoint = function () {
  20561. var point = BABYLON.Vector3.Zero();
  20562. this.getPivotPointToRef(point);
  20563. return point;
  20564. };
  20565. /**
  20566. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20567. * @param result the vector3 to store the result
  20568. * @returns this TransformNode.
  20569. */
  20570. TransformNode.prototype.getPivotPointToRef = function (result) {
  20571. result.x = -this._pivotMatrix.m[12];
  20572. result.y = -this._pivotMatrix.m[13];
  20573. result.z = -this._pivotMatrix.m[14];
  20574. return this;
  20575. };
  20576. /**
  20577. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20578. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20579. */
  20580. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20581. var point = BABYLON.Vector3.Zero();
  20582. this.getAbsolutePivotPointToRef(point);
  20583. return point;
  20584. };
  20585. /**
  20586. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20587. * @param result vector3 to store the result
  20588. * @returns this TransformNode.
  20589. */
  20590. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20591. result.x = this._pivotMatrix.m[12];
  20592. result.y = this._pivotMatrix.m[13];
  20593. result.z = this._pivotMatrix.m[14];
  20594. this.getPivotPointToRef(result);
  20595. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20596. return this;
  20597. };
  20598. /**
  20599. * Defines the passed node as the parent of the current node.
  20600. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20601. * @param node the node ot set as the parent
  20602. * @returns this TransformNode.
  20603. */
  20604. TransformNode.prototype.setParent = function (node) {
  20605. if (!node && !this.parent) {
  20606. return this;
  20607. }
  20608. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20609. var position = BABYLON.Tmp.Vector3[0];
  20610. var scale = BABYLON.Tmp.Vector3[1];
  20611. if (!node) {
  20612. if (this.parent && this.parent.computeWorldMatrix) {
  20613. this.parent.computeWorldMatrix(true);
  20614. }
  20615. this.computeWorldMatrix(true);
  20616. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20617. }
  20618. else {
  20619. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20620. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20621. this.computeWorldMatrix(true);
  20622. node.computeWorldMatrix(true);
  20623. node.getWorldMatrix().invertToRef(invParentMatrix);
  20624. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20625. diffMatrix.decompose(scale, quatRotation, position);
  20626. }
  20627. if (this.rotationQuaternion) {
  20628. this.rotationQuaternion.copyFrom(quatRotation);
  20629. }
  20630. else {
  20631. quatRotation.toEulerAnglesToRef(this.rotation);
  20632. }
  20633. this.scaling.copyFrom(scale);
  20634. this.position.copyFrom(position);
  20635. this.parent = node;
  20636. return this;
  20637. };
  20638. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20639. /**
  20640. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20641. */
  20642. get: function () {
  20643. return this._nonUniformScaling;
  20644. },
  20645. enumerable: true,
  20646. configurable: true
  20647. });
  20648. /** @hidden */
  20649. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20650. if (this._nonUniformScaling === value) {
  20651. return false;
  20652. }
  20653. this._nonUniformScaling = value;
  20654. return true;
  20655. };
  20656. /**
  20657. * Attach the current TransformNode to another TransformNode associated with a bone
  20658. * @param bone Bone affecting the TransformNode
  20659. * @param affectedTransformNode TransformNode associated with the bone
  20660. * @returns this object
  20661. */
  20662. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20663. this._transformToBoneReferal = affectedTransformNode;
  20664. this.parent = bone;
  20665. if (bone.getWorldMatrix().determinant() < 0) {
  20666. this.scalingDeterminant *= -1;
  20667. }
  20668. return this;
  20669. };
  20670. /**
  20671. * Detach the transform node if its associated with a bone
  20672. * @returns this object
  20673. */
  20674. TransformNode.prototype.detachFromBone = function () {
  20675. if (!this.parent) {
  20676. return this;
  20677. }
  20678. if (this.parent.getWorldMatrix().determinant() < 0) {
  20679. this.scalingDeterminant *= -1;
  20680. }
  20681. this._transformToBoneReferal = null;
  20682. this.parent = null;
  20683. return this;
  20684. };
  20685. /**
  20686. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20687. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20688. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20689. * The passed axis is also normalized.
  20690. * @param axis the axis to rotate around
  20691. * @param amount the amount to rotate in radians
  20692. * @param space Space to rotate in (Default: local)
  20693. * @returns the TransformNode.
  20694. */
  20695. TransformNode.prototype.rotate = function (axis, amount, space) {
  20696. axis.normalize();
  20697. if (!this.rotationQuaternion) {
  20698. this.rotationQuaternion = this.rotation.toQuaternion();
  20699. this.rotation.setAll(0);
  20700. }
  20701. var rotationQuaternion;
  20702. if (!space || space === BABYLON.Space.LOCAL) {
  20703. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20704. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20705. }
  20706. else {
  20707. if (this.parent) {
  20708. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20709. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20710. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20711. }
  20712. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20713. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20714. }
  20715. return this;
  20716. };
  20717. /**
  20718. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20719. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20720. * The passed axis is also normalized. .
  20721. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20722. * @param point the point to rotate around
  20723. * @param axis the axis to rotate around
  20724. * @param amount the amount to rotate in radians
  20725. * @returns the TransformNode
  20726. */
  20727. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20728. axis.normalize();
  20729. if (!this.rotationQuaternion) {
  20730. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20731. this.rotation.setAll(0);
  20732. }
  20733. var tmpVector = BABYLON.Tmp.Vector3[0];
  20734. var finalScale = BABYLON.Tmp.Vector3[1];
  20735. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20736. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20737. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20738. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20739. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20740. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20741. point.subtractToRef(this.position, tmpVector);
  20742. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20743. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20744. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20745. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20746. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20747. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20748. this.position.addInPlace(finalTranslation);
  20749. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20750. return this;
  20751. };
  20752. /**
  20753. * Translates the mesh along the axis vector for the passed distance in the given space.
  20754. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20755. * @param axis the axis to translate in
  20756. * @param distance the distance to translate
  20757. * @param space Space to rotate in (Default: local)
  20758. * @returns the TransformNode.
  20759. */
  20760. TransformNode.prototype.translate = function (axis, distance, space) {
  20761. var displacementVector = axis.scale(distance);
  20762. if (!space || space === BABYLON.Space.LOCAL) {
  20763. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20764. this.setPositionWithLocalVector(tempV3);
  20765. }
  20766. else {
  20767. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20768. }
  20769. return this;
  20770. };
  20771. /**
  20772. * Adds a rotation step to the mesh current rotation.
  20773. * x, y, z are Euler angles expressed in radians.
  20774. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20775. * This means this rotation is made in the mesh local space only.
  20776. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20777. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20778. * ```javascript
  20779. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20780. * ```
  20781. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20782. * 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.
  20783. * @param x Rotation to add
  20784. * @param y Rotation to add
  20785. * @param z Rotation to add
  20786. * @returns the TransformNode.
  20787. */
  20788. TransformNode.prototype.addRotation = function (x, y, z) {
  20789. var rotationQuaternion;
  20790. if (this.rotationQuaternion) {
  20791. rotationQuaternion = this.rotationQuaternion;
  20792. }
  20793. else {
  20794. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20795. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20796. }
  20797. var accumulation = BABYLON.Tmp.Quaternion[0];
  20798. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20799. rotationQuaternion.multiplyInPlace(accumulation);
  20800. if (!this.rotationQuaternion) {
  20801. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20802. }
  20803. return this;
  20804. };
  20805. /**
  20806. * Computes the world matrix of the node
  20807. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20808. * @returns the world matrix
  20809. */
  20810. TransformNode.prototype.computeWorldMatrix = function (force) {
  20811. if (this._isWorldMatrixFrozen) {
  20812. return this._worldMatrix;
  20813. }
  20814. if (!force && this.isSynchronized()) {
  20815. this._currentRenderId = this.getScene().getRenderId();
  20816. return this._worldMatrix;
  20817. }
  20818. this._updateCache();
  20819. this._cache.position.copyFrom(this.position);
  20820. this._cache.scaling.copyFrom(this.scaling);
  20821. this._cache.pivotMatrixUpdated = false;
  20822. this._cache.billboardMode = this.billboardMode;
  20823. this._cache.infiniteDistance = this.infiniteDistance;
  20824. this._currentRenderId = this.getScene().getRenderId();
  20825. this._childRenderId = this.getScene().getRenderId();
  20826. this._isDirty = false;
  20827. // Scaling
  20828. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20829. // Rotation
  20830. //rotate, if quaternion is set and rotation was used
  20831. if (this.rotationQuaternion) {
  20832. var len = this.rotation.length();
  20833. if (len) {
  20834. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20835. this.rotation.copyFromFloats(0, 0, 0);
  20836. }
  20837. }
  20838. if (this.rotationQuaternion) {
  20839. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20840. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20841. }
  20842. else {
  20843. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20844. this._cache.rotation.copyFrom(this.rotation);
  20845. }
  20846. // Translation
  20847. var camera = this.getScene().activeCamera;
  20848. if (this.infiniteDistance && !this.parent && camera) {
  20849. var cameraWorldMatrix = camera.getWorldMatrix();
  20850. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20851. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20852. }
  20853. else {
  20854. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20855. }
  20856. // Composing transformations
  20857. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20858. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20859. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20860. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20861. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20862. // Need to decompose each rotation here
  20863. var currentPosition = BABYLON.Tmp.Vector3[3];
  20864. if (this.parent && this.parent.getWorldMatrix) {
  20865. if (this._transformToBoneReferal) {
  20866. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20867. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20868. }
  20869. else {
  20870. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20871. }
  20872. }
  20873. else {
  20874. currentPosition.copyFrom(this.position);
  20875. }
  20876. currentPosition.subtractInPlace(camera.globalPosition);
  20877. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20878. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20879. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20880. }
  20881. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20882. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20883. }
  20884. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20885. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20886. }
  20887. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20888. }
  20889. else {
  20890. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20891. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20892. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20893. }
  20894. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20895. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20896. }
  20897. // Post multiply inverse of pivotMatrix
  20898. if (this._postMultiplyPivotMatrix) {
  20899. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20900. }
  20901. // Local world
  20902. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20903. // Parent
  20904. if (this.parent && this.parent.getWorldMatrix) {
  20905. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20906. if (this._transformToBoneReferal) {
  20907. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20908. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20909. }
  20910. else {
  20911. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20912. }
  20913. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20914. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20915. this._worldMatrix.copyFrom(this._localMatrix);
  20916. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20917. }
  20918. else {
  20919. if (this._transformToBoneReferal) {
  20920. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20921. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20922. }
  20923. else {
  20924. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20925. }
  20926. }
  20927. this._markSyncedWithParent();
  20928. }
  20929. else {
  20930. this._worldMatrix.copyFrom(this._localMatrix);
  20931. }
  20932. // Normal matrix
  20933. if (!this.ignoreNonUniformScaling) {
  20934. if (this.scaling.isNonUniform) {
  20935. this._updateNonUniformScalingState(true);
  20936. }
  20937. else if (this.parent && this.parent._nonUniformScaling) {
  20938. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20939. }
  20940. else {
  20941. this._updateNonUniformScalingState(false);
  20942. }
  20943. }
  20944. else {
  20945. this._updateNonUniformScalingState(false);
  20946. }
  20947. this._afterComputeWorldMatrix();
  20948. // Absolute position
  20949. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20950. // Callbacks
  20951. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20952. if (!this._poseMatrix) {
  20953. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20954. }
  20955. // Cache the determinant
  20956. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20957. return this._worldMatrix;
  20958. };
  20959. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20960. };
  20961. /**
  20962. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20963. * @param func callback function to add
  20964. *
  20965. * @returns the TransformNode.
  20966. */
  20967. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20968. this.onAfterWorldMatrixUpdateObservable.add(func);
  20969. return this;
  20970. };
  20971. /**
  20972. * Removes a registered callback function.
  20973. * @param func callback function to remove
  20974. * @returns the TransformNode.
  20975. */
  20976. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20977. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20978. return this;
  20979. };
  20980. /**
  20981. * Gets the position of the current mesh in camera space
  20982. * @param camera defines the camera to use
  20983. * @returns a position
  20984. */
  20985. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20986. if (camera === void 0) { camera = null; }
  20987. if (!camera) {
  20988. camera = this.getScene().activeCamera;
  20989. }
  20990. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20991. };
  20992. /**
  20993. * Returns the distance from the mesh to the active camera
  20994. * @param camera defines the camera to use
  20995. * @returns the distance
  20996. */
  20997. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20998. if (camera === void 0) { camera = null; }
  20999. if (!camera) {
  21000. camera = this.getScene().activeCamera;
  21001. }
  21002. return this.absolutePosition.subtract(camera.position).length();
  21003. };
  21004. /**
  21005. * Clone the current transform node
  21006. * @param name Name of the new clone
  21007. * @param newParent New parent for the clone
  21008. * @param doNotCloneChildren Do not clone children hierarchy
  21009. * @returns the new transform node
  21010. */
  21011. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21012. var _this = this;
  21013. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21014. result.name = name;
  21015. result.id = name;
  21016. if (newParent) {
  21017. result.parent = newParent;
  21018. }
  21019. if (!doNotCloneChildren) {
  21020. // Children
  21021. var directDescendants = this.getDescendants(true);
  21022. for (var index = 0; index < directDescendants.length; index++) {
  21023. var child = directDescendants[index];
  21024. if (child.clone) {
  21025. child.clone(name + "." + child.name, result);
  21026. }
  21027. }
  21028. }
  21029. return result;
  21030. };
  21031. /**
  21032. * Serializes the objects information.
  21033. * @param currentSerializationObject defines the object to serialize in
  21034. * @returns the serialized object
  21035. */
  21036. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21037. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21038. serializationObject.type = this.getClassName();
  21039. // Parent
  21040. if (this.parent) {
  21041. serializationObject.parentId = this.parent.id;
  21042. }
  21043. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21044. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21045. }
  21046. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21047. serializationObject.isEnabled = this.isEnabled();
  21048. // Parent
  21049. if (this.parent) {
  21050. serializationObject.parentId = this.parent.id;
  21051. }
  21052. return serializationObject;
  21053. };
  21054. // Statics
  21055. /**
  21056. * Returns a new TransformNode object parsed from the source provided.
  21057. * @param parsedTransformNode is the source.
  21058. * @param scene the scne the object belongs to
  21059. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21060. * @returns a new TransformNode object parsed from the source provided.
  21061. */
  21062. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21063. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21064. if (BABYLON.Tags) {
  21065. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21066. }
  21067. if (parsedTransformNode.localMatrix) {
  21068. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21069. }
  21070. else if (parsedTransformNode.pivotMatrix) {
  21071. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21072. }
  21073. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21074. // Parent
  21075. if (parsedTransformNode.parentId) {
  21076. transformNode._waitingParentId = parsedTransformNode.parentId;
  21077. }
  21078. return transformNode;
  21079. };
  21080. /**
  21081. * Releases resources associated with this transform node.
  21082. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21083. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21084. */
  21085. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21086. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21087. // Animations
  21088. this.getScene().stopAnimation(this);
  21089. // Remove from scene
  21090. this.getScene().removeTransformNode(this);
  21091. this.onAfterWorldMatrixUpdateObservable.clear();
  21092. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21093. };
  21094. // Statics
  21095. /**
  21096. * Object will not rotate to face the camera
  21097. */
  21098. TransformNode.BILLBOARDMODE_NONE = 0;
  21099. /**
  21100. * Object will rotate to face the camera but only on the x axis
  21101. */
  21102. TransformNode.BILLBOARDMODE_X = 1;
  21103. /**
  21104. * Object will rotate to face the camera but only on the y axis
  21105. */
  21106. TransformNode.BILLBOARDMODE_Y = 2;
  21107. /**
  21108. * Object will rotate to face the camera but only on the z axis
  21109. */
  21110. TransformNode.BILLBOARDMODE_Z = 4;
  21111. /**
  21112. * Object will rotate to face the camera
  21113. */
  21114. TransformNode.BILLBOARDMODE_ALL = 7;
  21115. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21116. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21117. __decorate([
  21118. BABYLON.serializeAsVector3("position")
  21119. ], TransformNode.prototype, "_position", void 0);
  21120. __decorate([
  21121. BABYLON.serializeAsVector3("rotation")
  21122. ], TransformNode.prototype, "_rotation", void 0);
  21123. __decorate([
  21124. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21125. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21126. __decorate([
  21127. BABYLON.serializeAsVector3("scaling")
  21128. ], TransformNode.prototype, "_scaling", void 0);
  21129. __decorate([
  21130. BABYLON.serialize()
  21131. ], TransformNode.prototype, "billboardMode", void 0);
  21132. __decorate([
  21133. BABYLON.serialize()
  21134. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21135. __decorate([
  21136. BABYLON.serialize()
  21137. ], TransformNode.prototype, "infiniteDistance", void 0);
  21138. __decorate([
  21139. BABYLON.serialize()
  21140. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21141. return TransformNode;
  21142. }(BABYLON.Node));
  21143. BABYLON.TransformNode = TransformNode;
  21144. })(BABYLON || (BABYLON = {}));
  21145. //# sourceMappingURL=babylon.transformNode.js.map
  21146. var BABYLON;
  21147. (function (BABYLON) {
  21148. /** @hidden */
  21149. var _FacetDataStorage = /** @class */ (function () {
  21150. function _FacetDataStorage() {
  21151. this.facetNb = 0; // facet number
  21152. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21153. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21154. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21155. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21156. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21157. this.subDiv = {
  21158. max: 1,
  21159. X: 1,
  21160. Y: 1,
  21161. Z: 1
  21162. };
  21163. this.facetDepthSort = false; // is the facet depth sort to be computed
  21164. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21165. }
  21166. return _FacetDataStorage;
  21167. }());
  21168. /**
  21169. * Class used to store all common mesh properties
  21170. */
  21171. var AbstractMesh = /** @class */ (function (_super) {
  21172. __extends(AbstractMesh, _super);
  21173. // Constructor
  21174. /**
  21175. * Creates a new AbstractMesh
  21176. * @param name defines the name of the mesh
  21177. * @param scene defines the hosting scene
  21178. */
  21179. function AbstractMesh(name, scene) {
  21180. if (scene === void 0) { scene = null; }
  21181. var _this = _super.call(this, name, scene, false) || this;
  21182. _this._facetData = new _FacetDataStorage();
  21183. /** Gets ot sets the culling strategy to use to find visible meshes */
  21184. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21185. // Events
  21186. /**
  21187. * An event triggered when this mesh collides with another one
  21188. */
  21189. _this.onCollideObservable = new BABYLON.Observable();
  21190. /**
  21191. * An event triggered when the collision's position changes
  21192. */
  21193. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21194. /**
  21195. * An event triggered when material is changed
  21196. */
  21197. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21198. // Properties
  21199. /**
  21200. * Gets or sets the orientation for POV movement & rotation
  21201. */
  21202. _this.definedFacingForward = true;
  21203. _this._visibility = 1.0;
  21204. /** Gets or sets the alpha index used to sort transparent meshes
  21205. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21206. */
  21207. _this.alphaIndex = Number.MAX_VALUE;
  21208. /**
  21209. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21210. */
  21211. _this.isVisible = true;
  21212. /**
  21213. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21214. */
  21215. _this.isPickable = true;
  21216. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21217. _this.showSubMeshesBoundingBox = false;
  21218. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21219. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21220. */
  21221. _this.isBlocker = false;
  21222. /**
  21223. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21224. */
  21225. _this.enablePointerMoveEvents = false;
  21226. /**
  21227. * Specifies the rendering group id for this mesh (0 by default)
  21228. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21229. */
  21230. _this.renderingGroupId = 0;
  21231. _this._receiveShadows = false;
  21232. /** Defines color to use when rendering outline */
  21233. _this.outlineColor = BABYLON.Color3.Red();
  21234. /** Define width to use when rendering outline */
  21235. _this.outlineWidth = 0.02;
  21236. /** Defines color to use when rendering overlay */
  21237. _this.overlayColor = BABYLON.Color3.Red();
  21238. /** Defines alpha to use when rendering overlay */
  21239. _this.overlayAlpha = 0.5;
  21240. _this._hasVertexAlpha = false;
  21241. _this._useVertexColors = true;
  21242. _this._computeBonesUsingShaders = true;
  21243. _this._numBoneInfluencers = 4;
  21244. _this._applyFog = true;
  21245. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21246. _this.useOctreeForRenderingSelection = true;
  21247. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21248. _this.useOctreeForPicking = true;
  21249. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21250. _this.useOctreeForCollisions = true;
  21251. _this._layerMask = 0x0FFFFFFF;
  21252. /**
  21253. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21254. */
  21255. _this.alwaysSelectAsActiveMesh = false;
  21256. /**
  21257. * Gets or sets the current action manager
  21258. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21259. */
  21260. _this.actionManager = null;
  21261. // Collisions
  21262. _this._checkCollisions = false;
  21263. _this._collisionMask = -1;
  21264. _this._collisionGroup = -1;
  21265. /**
  21266. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21267. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21268. */
  21269. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21270. /**
  21271. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21272. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21273. */
  21274. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21275. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21276. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21277. // Edges
  21278. /**
  21279. * Defines edge width used when edgesRenderer is enabled
  21280. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21281. */
  21282. _this.edgesWidth = 1;
  21283. /**
  21284. * Defines edge color used when edgesRenderer is enabled
  21285. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21286. */
  21287. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21288. /** @hidden */
  21289. _this._renderId = 0;
  21290. /** @hidden */
  21291. _this._intersectionsInProgress = new Array();
  21292. /** @hidden */
  21293. _this._unIndexed = false;
  21294. /** @hidden */
  21295. _this._lightSources = new Array();
  21296. /**
  21297. * An event triggered when the mesh is rebuilt.
  21298. */
  21299. _this.onRebuildObservable = new BABYLON.Observable();
  21300. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21301. if (collidedMesh === void 0) { collidedMesh = null; }
  21302. //TODO move this to the collision coordinator!
  21303. if (_this.getScene().workerCollisions) {
  21304. newPosition.multiplyInPlace(_this._collider._radius);
  21305. }
  21306. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21307. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21308. _this.position.addInPlace(_this._diffPositionForCollisions);
  21309. }
  21310. if (collidedMesh) {
  21311. _this.onCollideObservable.notifyObservers(collidedMesh);
  21312. }
  21313. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21314. };
  21315. _this.getScene().addMesh(_this);
  21316. _this._resyncLightSources();
  21317. return _this;
  21318. }
  21319. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21320. /**
  21321. * No billboard
  21322. */
  21323. get: function () {
  21324. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21325. },
  21326. enumerable: true,
  21327. configurable: true
  21328. });
  21329. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21330. /** Billboard on X axis */
  21331. get: function () {
  21332. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21333. },
  21334. enumerable: true,
  21335. configurable: true
  21336. });
  21337. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21338. /** Billboard on Y axis */
  21339. get: function () {
  21340. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21341. },
  21342. enumerable: true,
  21343. configurable: true
  21344. });
  21345. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21346. /** Billboard on Z axis */
  21347. get: function () {
  21348. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21349. },
  21350. enumerable: true,
  21351. configurable: true
  21352. });
  21353. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21354. /** Billboard on all axes */
  21355. get: function () {
  21356. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21357. },
  21358. enumerable: true,
  21359. configurable: true
  21360. });
  21361. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21362. /**
  21363. * Gets the number of facets in the mesh
  21364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21365. */
  21366. get: function () {
  21367. return this._facetData.facetNb;
  21368. },
  21369. enumerable: true,
  21370. configurable: true
  21371. });
  21372. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21373. /**
  21374. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21375. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21376. */
  21377. get: function () {
  21378. return this._facetData.partitioningSubdivisions;
  21379. },
  21380. set: function (nb) {
  21381. this._facetData.partitioningSubdivisions = nb;
  21382. },
  21383. enumerable: true,
  21384. configurable: true
  21385. });
  21386. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21387. /**
  21388. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21389. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21391. */
  21392. get: function () {
  21393. return this._facetData.partitioningBBoxRatio;
  21394. },
  21395. set: function (ratio) {
  21396. this._facetData.partitioningBBoxRatio = ratio;
  21397. },
  21398. enumerable: true,
  21399. configurable: true
  21400. });
  21401. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21402. /**
  21403. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21404. * Works only for updatable meshes.
  21405. * Doesn't work with multi-materials
  21406. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21407. */
  21408. get: function () {
  21409. return this._facetData.facetDepthSort;
  21410. },
  21411. set: function (sort) {
  21412. this._facetData.facetDepthSort = sort;
  21413. },
  21414. enumerable: true,
  21415. configurable: true
  21416. });
  21417. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21418. /**
  21419. * The location (Vector3) where the facet depth sort must be computed from.
  21420. * By default, the active camera position.
  21421. * Used only when facet depth sort is enabled
  21422. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21423. */
  21424. get: function () {
  21425. return this._facetData.facetDepthSortFrom;
  21426. },
  21427. set: function (location) {
  21428. this._facetData.facetDepthSortFrom = location;
  21429. },
  21430. enumerable: true,
  21431. configurable: true
  21432. });
  21433. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21434. /**
  21435. * gets a boolean indicating if facetData is enabled
  21436. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21437. */
  21438. get: function () {
  21439. return this._facetData.facetDataEnabled;
  21440. },
  21441. enumerable: true,
  21442. configurable: true
  21443. });
  21444. /** @hidden */
  21445. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21446. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21447. return false;
  21448. }
  21449. this._markSubMeshesAsMiscDirty();
  21450. return true;
  21451. };
  21452. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21453. /** Set a function to call when this mesh collides with another one */
  21454. set: function (callback) {
  21455. if (this._onCollideObserver) {
  21456. this.onCollideObservable.remove(this._onCollideObserver);
  21457. }
  21458. this._onCollideObserver = this.onCollideObservable.add(callback);
  21459. },
  21460. enumerable: true,
  21461. configurable: true
  21462. });
  21463. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21464. /** Set a function to call when the collision's position changes */
  21465. set: function (callback) {
  21466. if (this._onCollisionPositionChangeObserver) {
  21467. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21468. }
  21469. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21470. },
  21471. enumerable: true,
  21472. configurable: true
  21473. });
  21474. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21475. /**
  21476. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21477. */
  21478. get: function () {
  21479. return this._visibility;
  21480. },
  21481. /**
  21482. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21483. */
  21484. set: function (value) {
  21485. if (this._visibility === value) {
  21486. return;
  21487. }
  21488. this._visibility = value;
  21489. this._markSubMeshesAsMiscDirty();
  21490. },
  21491. enumerable: true,
  21492. configurable: true
  21493. });
  21494. Object.defineProperty(AbstractMesh.prototype, "material", {
  21495. /** Gets or sets current material */
  21496. get: function () {
  21497. return this._material;
  21498. },
  21499. set: function (value) {
  21500. if (this._material === value) {
  21501. return;
  21502. }
  21503. // remove from material mesh map id needed
  21504. if (this._material && this._material.meshMap) {
  21505. this._material.meshMap[this.uniqueId] = undefined;
  21506. }
  21507. this._material = value;
  21508. if (value && value.meshMap) {
  21509. value.meshMap[this.uniqueId] = this;
  21510. }
  21511. if (this.onMaterialChangedObservable.hasObservers) {
  21512. this.onMaterialChangedObservable.notifyObservers(this);
  21513. }
  21514. if (!this.subMeshes) {
  21515. return;
  21516. }
  21517. this._unBindEffect();
  21518. },
  21519. enumerable: true,
  21520. configurable: true
  21521. });
  21522. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21523. /**
  21524. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21525. * @see http://doc.babylonjs.com/babylon101/shadows
  21526. */
  21527. get: function () {
  21528. return this._receiveShadows;
  21529. },
  21530. set: function (value) {
  21531. if (this._receiveShadows === value) {
  21532. return;
  21533. }
  21534. this._receiveShadows = value;
  21535. this._markSubMeshesAsLightDirty();
  21536. },
  21537. enumerable: true,
  21538. configurable: true
  21539. });
  21540. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21541. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21542. get: function () {
  21543. return this._hasVertexAlpha;
  21544. },
  21545. set: function (value) {
  21546. if (this._hasVertexAlpha === value) {
  21547. return;
  21548. }
  21549. this._hasVertexAlpha = value;
  21550. this._markSubMeshesAsAttributesDirty();
  21551. this._markSubMeshesAsMiscDirty();
  21552. },
  21553. enumerable: true,
  21554. configurable: true
  21555. });
  21556. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21557. /** 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) */
  21558. get: function () {
  21559. return this._useVertexColors;
  21560. },
  21561. set: function (value) {
  21562. if (this._useVertexColors === value) {
  21563. return;
  21564. }
  21565. this._useVertexColors = value;
  21566. this._markSubMeshesAsAttributesDirty();
  21567. },
  21568. enumerable: true,
  21569. configurable: true
  21570. });
  21571. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21572. /**
  21573. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21574. */
  21575. get: function () {
  21576. return this._computeBonesUsingShaders;
  21577. },
  21578. set: function (value) {
  21579. if (this._computeBonesUsingShaders === value) {
  21580. return;
  21581. }
  21582. this._computeBonesUsingShaders = value;
  21583. this._markSubMeshesAsAttributesDirty();
  21584. },
  21585. enumerable: true,
  21586. configurable: true
  21587. });
  21588. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21589. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21590. get: function () {
  21591. return this._numBoneInfluencers;
  21592. },
  21593. set: function (value) {
  21594. if (this._numBoneInfluencers === value) {
  21595. return;
  21596. }
  21597. this._numBoneInfluencers = value;
  21598. this._markSubMeshesAsAttributesDirty();
  21599. },
  21600. enumerable: true,
  21601. configurable: true
  21602. });
  21603. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21604. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21605. get: function () {
  21606. return this._applyFog;
  21607. },
  21608. set: function (value) {
  21609. if (this._applyFog === value) {
  21610. return;
  21611. }
  21612. this._applyFog = value;
  21613. this._markSubMeshesAsMiscDirty();
  21614. },
  21615. enumerable: true,
  21616. configurable: true
  21617. });
  21618. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21619. /**
  21620. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21621. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21622. */
  21623. get: function () {
  21624. return this._layerMask;
  21625. },
  21626. set: function (value) {
  21627. if (value === this._layerMask) {
  21628. return;
  21629. }
  21630. this._layerMask = value;
  21631. this._resyncLightSources();
  21632. },
  21633. enumerable: true,
  21634. configurable: true
  21635. });
  21636. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21637. /**
  21638. * Gets or sets a collision mask used to mask collisions (default is -1).
  21639. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21640. */
  21641. get: function () {
  21642. return this._collisionMask;
  21643. },
  21644. set: function (mask) {
  21645. this._collisionMask = !isNaN(mask) ? mask : -1;
  21646. },
  21647. enumerable: true,
  21648. configurable: true
  21649. });
  21650. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21651. /**
  21652. * Gets or sets the current collision group mask (-1 by default).
  21653. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21654. */
  21655. get: function () {
  21656. return this._collisionGroup;
  21657. },
  21658. set: function (mask) {
  21659. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21660. },
  21661. enumerable: true,
  21662. configurable: true
  21663. });
  21664. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21665. /** @hidden */
  21666. get: function () {
  21667. return null;
  21668. },
  21669. enumerable: true,
  21670. configurable: true
  21671. });
  21672. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21673. get: function () {
  21674. return this._skeleton;
  21675. },
  21676. /**
  21677. * Gets or sets a skeleton to apply skining transformations
  21678. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21679. */
  21680. set: function (value) {
  21681. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21682. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21683. }
  21684. if (value && value.needInitialSkinMatrix) {
  21685. value._registerMeshWithPoseMatrix(this);
  21686. }
  21687. this._skeleton = value;
  21688. if (!this._skeleton) {
  21689. this._bonesTransformMatrices = null;
  21690. }
  21691. this._markSubMeshesAsAttributesDirty();
  21692. },
  21693. enumerable: true,
  21694. configurable: true
  21695. });
  21696. /**
  21697. * Returns the string "AbstractMesh"
  21698. * @returns "AbstractMesh"
  21699. */
  21700. AbstractMesh.prototype.getClassName = function () {
  21701. return "AbstractMesh";
  21702. };
  21703. /**
  21704. * Gets a string representation of the current mesh
  21705. * @param fullDetails defines a boolean indicating if full details must be included
  21706. * @returns a string representation of the current mesh
  21707. */
  21708. AbstractMesh.prototype.toString = function (fullDetails) {
  21709. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21710. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21711. if (this._skeleton) {
  21712. ret += ", skeleton: " + this._skeleton.name;
  21713. }
  21714. if (fullDetails) {
  21715. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21716. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21717. }
  21718. return ret;
  21719. };
  21720. /** @hidden */
  21721. AbstractMesh.prototype._rebuild = function () {
  21722. this.onRebuildObservable.notifyObservers(this);
  21723. if (this._occlusionQuery) {
  21724. this._occlusionQuery = null;
  21725. }
  21726. if (!this.subMeshes) {
  21727. return;
  21728. }
  21729. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21730. var subMesh = _a[_i];
  21731. subMesh._rebuild();
  21732. }
  21733. };
  21734. /** @hidden */
  21735. AbstractMesh.prototype._resyncLightSources = function () {
  21736. this._lightSources.length = 0;
  21737. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21738. var light = _a[_i];
  21739. if (!light.isEnabled()) {
  21740. continue;
  21741. }
  21742. if (light.canAffectMesh(this)) {
  21743. this._lightSources.push(light);
  21744. }
  21745. }
  21746. this._markSubMeshesAsLightDirty();
  21747. };
  21748. /** @hidden */
  21749. AbstractMesh.prototype._resyncLighSource = function (light) {
  21750. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21751. var index = this._lightSources.indexOf(light);
  21752. if (index === -1) {
  21753. if (!isIn) {
  21754. return;
  21755. }
  21756. this._lightSources.push(light);
  21757. }
  21758. else {
  21759. if (isIn) {
  21760. return;
  21761. }
  21762. this._lightSources.splice(index, 1);
  21763. }
  21764. this._markSubMeshesAsLightDirty();
  21765. };
  21766. /** @hidden */
  21767. AbstractMesh.prototype._unBindEffect = function () {
  21768. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21769. var subMesh = _a[_i];
  21770. subMesh.setEffect(null);
  21771. }
  21772. };
  21773. /** @hidden */
  21774. AbstractMesh.prototype._removeLightSource = function (light) {
  21775. var index = this._lightSources.indexOf(light);
  21776. if (index === -1) {
  21777. return;
  21778. }
  21779. this._lightSources.splice(index, 1);
  21780. this._markSubMeshesAsLightDirty();
  21781. };
  21782. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21783. if (!this.subMeshes) {
  21784. return;
  21785. }
  21786. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21787. var subMesh = _a[_i];
  21788. if (subMesh._materialDefines) {
  21789. func(subMesh._materialDefines);
  21790. }
  21791. }
  21792. };
  21793. /** @hidden */
  21794. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21795. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21796. };
  21797. /** @hidden */
  21798. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21799. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21800. };
  21801. /** @hidden */
  21802. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21803. if (!this.subMeshes) {
  21804. return;
  21805. }
  21806. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21807. var subMesh = _a[_i];
  21808. var material = subMesh.getMaterial();
  21809. if (material) {
  21810. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21811. }
  21812. }
  21813. };
  21814. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21815. /**
  21816. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21817. */
  21818. get: function () {
  21819. return this._scaling;
  21820. },
  21821. set: function (newScaling) {
  21822. this._scaling = newScaling;
  21823. if (this.physicsImpostor) {
  21824. this.physicsImpostor.forceUpdate();
  21825. }
  21826. },
  21827. enumerable: true,
  21828. configurable: true
  21829. });
  21830. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21831. // Methods
  21832. /**
  21833. * Returns true if the mesh is blocked. Implemented by child classes
  21834. */
  21835. get: function () {
  21836. return false;
  21837. },
  21838. enumerable: true,
  21839. configurable: true
  21840. });
  21841. /**
  21842. * Returns the mesh itself by default. Implemented by child classes
  21843. * @param camera defines the camera to use to pick the right LOD level
  21844. * @returns the currentAbstractMesh
  21845. */
  21846. AbstractMesh.prototype.getLOD = function (camera) {
  21847. return this;
  21848. };
  21849. /**
  21850. * Returns 0 by default. Implemented by child classes
  21851. * @returns an integer
  21852. */
  21853. AbstractMesh.prototype.getTotalVertices = function () {
  21854. return 0;
  21855. };
  21856. /**
  21857. * Returns a positive integer : the total number of indices in this mesh geometry.
  21858. * @returns the numner of indices or zero if the mesh has no geometry.
  21859. */
  21860. AbstractMesh.prototype.getTotalIndices = function () {
  21861. return 0;
  21862. };
  21863. /**
  21864. * Returns null by default. Implemented by child classes
  21865. * @returns null
  21866. */
  21867. AbstractMesh.prototype.getIndices = function () {
  21868. return null;
  21869. };
  21870. /**
  21871. * Returns the array of the requested vertex data kind. Implemented by child classes
  21872. * @param kind defines the vertex data kind to use
  21873. * @returns null
  21874. */
  21875. AbstractMesh.prototype.getVerticesData = function (kind) {
  21876. return null;
  21877. };
  21878. /**
  21879. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21880. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21881. * Note that a new underlying VertexBuffer object is created each call.
  21882. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21883. * @param kind defines vertex data kind:
  21884. * * BABYLON.VertexBuffer.PositionKind
  21885. * * BABYLON.VertexBuffer.UVKind
  21886. * * BABYLON.VertexBuffer.UV2Kind
  21887. * * BABYLON.VertexBuffer.UV3Kind
  21888. * * BABYLON.VertexBuffer.UV4Kind
  21889. * * BABYLON.VertexBuffer.UV5Kind
  21890. * * BABYLON.VertexBuffer.UV6Kind
  21891. * * BABYLON.VertexBuffer.ColorKind
  21892. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21893. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21894. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21895. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21896. * @param data defines the data source
  21897. * @param updatable defines if the data must be flagged as updatable (or static)
  21898. * @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
  21899. * @returns the current mesh
  21900. */
  21901. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21902. return this;
  21903. };
  21904. /**
  21905. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21906. * If the mesh has no geometry, it is simply returned as it is.
  21907. * @param kind defines vertex data kind:
  21908. * * BABYLON.VertexBuffer.PositionKind
  21909. * * BABYLON.VertexBuffer.UVKind
  21910. * * BABYLON.VertexBuffer.UV2Kind
  21911. * * BABYLON.VertexBuffer.UV3Kind
  21912. * * BABYLON.VertexBuffer.UV4Kind
  21913. * * BABYLON.VertexBuffer.UV5Kind
  21914. * * BABYLON.VertexBuffer.UV6Kind
  21915. * * BABYLON.VertexBuffer.ColorKind
  21916. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21917. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21918. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21919. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21920. * @param data defines the data source
  21921. * @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
  21922. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21923. * @returns the current mesh
  21924. */
  21925. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21926. return this;
  21927. };
  21928. /**
  21929. * Sets the mesh indices,
  21930. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21931. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21932. * @param totalVertices Defines the total number of vertices
  21933. * @returns the current mesh
  21934. */
  21935. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21936. return this;
  21937. };
  21938. /**
  21939. * Gets a boolean indicating if specific vertex data is present
  21940. * @param kind defines the vertex data kind to use
  21941. * @returns true is data kind is present
  21942. */
  21943. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21944. return false;
  21945. };
  21946. /**
  21947. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21948. * @returns a BoundingInfo
  21949. */
  21950. AbstractMesh.prototype.getBoundingInfo = function () {
  21951. if (this._masterMesh) {
  21952. return this._masterMesh.getBoundingInfo();
  21953. }
  21954. if (!this._boundingInfo) {
  21955. // this._boundingInfo is being created here
  21956. this._updateBoundingInfo();
  21957. }
  21958. // cannot be null.
  21959. return this._boundingInfo;
  21960. };
  21961. /**
  21962. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21963. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21964. * @returns the current mesh
  21965. */
  21966. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21967. if (includeDescendants === void 0) { includeDescendants = true; }
  21968. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21969. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21970. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21971. if (maxDimension === 0) {
  21972. return this;
  21973. }
  21974. var scale = 1 / maxDimension;
  21975. this.scaling.scaleInPlace(scale);
  21976. return this;
  21977. };
  21978. /**
  21979. * Overwrite the current bounding info
  21980. * @param boundingInfo defines the new bounding info
  21981. * @returns the current mesh
  21982. */
  21983. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21984. this._boundingInfo = boundingInfo;
  21985. return this;
  21986. };
  21987. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21988. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21989. get: function () {
  21990. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21991. },
  21992. enumerable: true,
  21993. configurable: true
  21994. });
  21995. /** @hidden */
  21996. AbstractMesh.prototype._preActivate = function () {
  21997. };
  21998. /** @hidden */
  21999. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22000. };
  22001. /** @hidden */
  22002. AbstractMesh.prototype._activate = function (renderId) {
  22003. this._renderId = renderId;
  22004. };
  22005. /**
  22006. * Gets the current world matrix
  22007. * @returns a Matrix
  22008. */
  22009. AbstractMesh.prototype.getWorldMatrix = function () {
  22010. if (this._masterMesh) {
  22011. return this._masterMesh.getWorldMatrix();
  22012. }
  22013. return _super.prototype.getWorldMatrix.call(this);
  22014. };
  22015. /** @hidden */
  22016. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22017. if (this._masterMesh) {
  22018. return this._masterMesh._getWorldMatrixDeterminant();
  22019. }
  22020. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22021. };
  22022. // ================================== Point of View Movement =================================
  22023. /**
  22024. * Perform relative position change from the point of view of behind the front of the mesh.
  22025. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22026. * Supports definition of mesh facing forward or backward
  22027. * @param amountRight defines the distance on the right axis
  22028. * @param amountUp defines the distance on the up axis
  22029. * @param amountForward defines the distance on the forward axis
  22030. * @returns the current mesh
  22031. */
  22032. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22033. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22034. return this;
  22035. };
  22036. /**
  22037. * Calculate relative position change from the point of view of behind the front of the mesh.
  22038. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22039. * Supports definition of mesh facing forward or backward
  22040. * @param amountRight defines the distance on the right axis
  22041. * @param amountUp defines the distance on the up axis
  22042. * @param amountForward defines the distance on the forward axis
  22043. * @returns the new displacement vector
  22044. */
  22045. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22046. var rotMatrix = new BABYLON.Matrix();
  22047. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22048. rotQuaternion.toRotationMatrix(rotMatrix);
  22049. var translationDelta = BABYLON.Vector3.Zero();
  22050. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22051. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22052. return translationDelta;
  22053. };
  22054. // ================================== Point of View Rotation =================================
  22055. /**
  22056. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22057. * Supports definition of mesh facing forward or backward
  22058. * @param flipBack defines the flip
  22059. * @param twirlClockwise defines the twirl
  22060. * @param tiltRight defines the tilt
  22061. * @returns the current mesh
  22062. */
  22063. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22064. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22065. return this;
  22066. };
  22067. /**
  22068. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22069. * Supports definition of mesh facing forward or backward.
  22070. * @param flipBack defines the flip
  22071. * @param twirlClockwise defines the twirl
  22072. * @param tiltRight defines the tilt
  22073. * @returns the new rotation vector
  22074. */
  22075. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22076. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22077. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22078. };
  22079. /**
  22080. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22081. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22082. * @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
  22083. * @returns the new bounding vectors
  22084. */
  22085. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22086. if (includeDescendants === void 0) { includeDescendants = true; }
  22087. if (predicate === void 0) { predicate = null; }
  22088. // Ensures that all world matrix will be recomputed.
  22089. this.getScene().incrementRenderId();
  22090. this.computeWorldMatrix(true);
  22091. var min;
  22092. var max;
  22093. var boundingInfo = this.getBoundingInfo();
  22094. if (!this.subMeshes) {
  22095. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22096. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22097. }
  22098. else {
  22099. min = boundingInfo.boundingBox.minimumWorld;
  22100. max = boundingInfo.boundingBox.maximumWorld;
  22101. }
  22102. if (includeDescendants) {
  22103. var descendants = this.getDescendants(false);
  22104. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22105. var descendant = descendants_1[_i];
  22106. var childMesh = descendant;
  22107. childMesh.computeWorldMatrix(true);
  22108. // Filters meshes based on custom predicate function.
  22109. if (predicate && !predicate(childMesh)) {
  22110. continue;
  22111. }
  22112. //make sure we have the needed params to get mix and max
  22113. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22114. continue;
  22115. }
  22116. var childBoundingInfo = childMesh.getBoundingInfo();
  22117. var boundingBox = childBoundingInfo.boundingBox;
  22118. var minBox = boundingBox.minimumWorld;
  22119. var maxBox = boundingBox.maximumWorld;
  22120. BABYLON.Tools.CheckExtends(minBox, min, max);
  22121. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22122. }
  22123. }
  22124. return {
  22125. min: min,
  22126. max: max
  22127. };
  22128. };
  22129. /**
  22130. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22131. * This means the mesh underlying bounding box and sphere are recomputed.
  22132. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22133. * @returns the current mesh
  22134. */
  22135. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22136. if (applySkeleton === void 0) { applySkeleton = false; }
  22137. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22138. return this;
  22139. }
  22140. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22141. return this;
  22142. };
  22143. /** @hidden */
  22144. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22145. if (data) {
  22146. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22147. if (this._boundingInfo) {
  22148. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22149. }
  22150. else {
  22151. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22152. }
  22153. }
  22154. if (this.subMeshes) {
  22155. for (var index = 0; index < this.subMeshes.length; index++) {
  22156. this.subMeshes[index].refreshBoundingInfo();
  22157. }
  22158. }
  22159. this._updateBoundingInfo();
  22160. };
  22161. /** @hidden */
  22162. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22163. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22164. if (data && applySkeleton && this.skeleton) {
  22165. data = BABYLON.Tools.Slice(data);
  22166. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22167. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22168. if (matricesWeightsData && matricesIndicesData) {
  22169. var needExtras = this.numBoneInfluencers > 4;
  22170. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22171. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22172. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22173. var tempVector = BABYLON.Tmp.Vector3[0];
  22174. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22175. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22176. var matWeightIdx = 0;
  22177. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22178. finalMatrix.reset();
  22179. var inf;
  22180. var weight;
  22181. for (inf = 0; inf < 4; inf++) {
  22182. weight = matricesWeightsData[matWeightIdx + inf];
  22183. if (weight > 0) {
  22184. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22185. finalMatrix.addToSelf(tempMatrix);
  22186. }
  22187. }
  22188. if (needExtras) {
  22189. for (inf = 0; inf < 4; inf++) {
  22190. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22191. if (weight > 0) {
  22192. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22193. finalMatrix.addToSelf(tempMatrix);
  22194. }
  22195. }
  22196. }
  22197. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22198. tempVector.toArray(data, index);
  22199. }
  22200. }
  22201. }
  22202. return data;
  22203. };
  22204. /** @hidden */
  22205. AbstractMesh.prototype._updateBoundingInfo = function () {
  22206. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22207. if (this._boundingInfo) {
  22208. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22209. }
  22210. else {
  22211. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22212. }
  22213. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22214. return this;
  22215. };
  22216. /** @hidden */
  22217. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22218. if (!this.subMeshes) {
  22219. return this;
  22220. }
  22221. var count = this.subMeshes.length;
  22222. for (var subIndex = 0; subIndex < count; subIndex++) {
  22223. var subMesh = this.subMeshes[subIndex];
  22224. if (count > 1 || !subMesh.IsGlobal) {
  22225. subMesh.updateBoundingInfo(matrix);
  22226. }
  22227. }
  22228. return this;
  22229. };
  22230. /** @hidden */
  22231. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22232. // Bounding info
  22233. this._updateBoundingInfo();
  22234. };
  22235. /**
  22236. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22237. * A mesh is in the frustum if its bounding box intersects the frustum
  22238. * @param frustumPlanes defines the frustum to test
  22239. * @returns true if the mesh is in the frustum planes
  22240. */
  22241. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22242. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22243. };
  22244. /**
  22245. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22246. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22247. * @param frustumPlanes defines the frustum to test
  22248. * @returns true if the mesh is completely in the frustum planes
  22249. */
  22250. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22251. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22252. };
  22253. /**
  22254. * True if the mesh intersects another mesh or a SolidParticle object
  22255. * @param mesh defines a target mesh or SolidParticle to test
  22256. * @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)
  22257. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22258. * @returns true if there is an intersection
  22259. */
  22260. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22261. if (precise === void 0) { precise = false; }
  22262. if (!this._boundingInfo || !mesh._boundingInfo) {
  22263. return false;
  22264. }
  22265. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22266. return true;
  22267. }
  22268. if (includeDescendants) {
  22269. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22270. var child = _a[_i];
  22271. if (child.intersectsMesh(mesh, precise, true)) {
  22272. return true;
  22273. }
  22274. }
  22275. }
  22276. return false;
  22277. };
  22278. /**
  22279. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22280. * @param point defines the point to test
  22281. * @returns true if there is an intersection
  22282. */
  22283. AbstractMesh.prototype.intersectsPoint = function (point) {
  22284. if (!this._boundingInfo) {
  22285. return false;
  22286. }
  22287. return this._boundingInfo.intersectsPoint(point);
  22288. };
  22289. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22290. // Collisions
  22291. /**
  22292. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22294. */
  22295. get: function () {
  22296. return this._checkCollisions;
  22297. },
  22298. set: function (collisionEnabled) {
  22299. this._checkCollisions = collisionEnabled;
  22300. if (this.getScene().workerCollisions) {
  22301. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22302. }
  22303. },
  22304. enumerable: true,
  22305. configurable: true
  22306. });
  22307. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22308. /**
  22309. * Gets Collider object used to compute collisions (not physics)
  22310. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22311. */
  22312. get: function () {
  22313. return this._collider;
  22314. },
  22315. enumerable: true,
  22316. configurable: true
  22317. });
  22318. /**
  22319. * Move the mesh using collision engine
  22320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22321. * @param displacement defines the requested displacement vector
  22322. * @returns the current mesh
  22323. */
  22324. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22325. var globalPosition = this.getAbsolutePosition();
  22326. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22327. if (!this._collider) {
  22328. this._collider = new BABYLON.Collider();
  22329. }
  22330. this._collider._radius = this.ellipsoid;
  22331. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22332. return this;
  22333. };
  22334. // Collisions
  22335. /** @hidden */
  22336. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22337. this._generatePointsArray();
  22338. if (!this._positions) {
  22339. return this;
  22340. }
  22341. // Transformation
  22342. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22343. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22344. subMesh._lastColliderWorldVertices = [];
  22345. subMesh._trianglePlanes = [];
  22346. var start = subMesh.verticesStart;
  22347. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22348. for (var i = start; i < end; i++) {
  22349. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22350. }
  22351. }
  22352. // Collide
  22353. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22354. if (collider.collisionFound) {
  22355. collider.collidedMesh = this;
  22356. }
  22357. return this;
  22358. };
  22359. /** @hidden */
  22360. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22361. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22362. var len = subMeshes.length;
  22363. for (var index = 0; index < len; index++) {
  22364. var subMesh = subMeshes.data[index];
  22365. // Bounding test
  22366. if (len > 1 && !subMesh._checkCollision(collider)) {
  22367. continue;
  22368. }
  22369. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22370. }
  22371. return this;
  22372. };
  22373. /** @hidden */
  22374. AbstractMesh.prototype._checkCollision = function (collider) {
  22375. // Bounding box test
  22376. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22377. return this;
  22378. }
  22379. // Transformation matrix
  22380. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22381. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22382. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22383. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22384. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22385. return this;
  22386. };
  22387. // Picking
  22388. /** @hidden */
  22389. AbstractMesh.prototype._generatePointsArray = function () {
  22390. return false;
  22391. };
  22392. /**
  22393. * Checks if the passed Ray intersects with the mesh
  22394. * @param ray defines the ray to use
  22395. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22396. * @returns the picking info
  22397. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22398. */
  22399. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22400. var pickingInfo = new BABYLON.PickingInfo();
  22401. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22402. var boundingInfo = this._boundingInfo;
  22403. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22404. return pickingInfo;
  22405. }
  22406. if (!this._generatePointsArray()) {
  22407. return pickingInfo;
  22408. }
  22409. var intersectInfo = null;
  22410. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22411. var len = subMeshes.length;
  22412. for (var index = 0; index < len; index++) {
  22413. var subMesh = subMeshes.data[index];
  22414. // Bounding test
  22415. if (len > 1 && !subMesh.canIntersects(ray)) {
  22416. continue;
  22417. }
  22418. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22419. if (currentIntersectInfo) {
  22420. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22421. intersectInfo = currentIntersectInfo;
  22422. intersectInfo.subMeshId = index;
  22423. if (fastCheck) {
  22424. break;
  22425. }
  22426. }
  22427. }
  22428. }
  22429. if (intersectInfo) {
  22430. // Get picked point
  22431. var world = this.getWorldMatrix();
  22432. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22433. var direction = BABYLON.Tmp.Vector3[1];
  22434. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22435. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22436. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22437. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22438. // Return result
  22439. pickingInfo.hit = true;
  22440. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22441. pickingInfo.pickedPoint = pickedPoint;
  22442. pickingInfo.pickedMesh = this;
  22443. pickingInfo.bu = intersectInfo.bu || 0;
  22444. pickingInfo.bv = intersectInfo.bv || 0;
  22445. pickingInfo.faceId = intersectInfo.faceId;
  22446. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22447. return pickingInfo;
  22448. }
  22449. return pickingInfo;
  22450. };
  22451. /**
  22452. * Clones the current mesh
  22453. * @param name defines the mesh name
  22454. * @param newParent defines the new mesh parent
  22455. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22456. * @returns the new mesh
  22457. */
  22458. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22459. return null;
  22460. };
  22461. /**
  22462. * Disposes all the submeshes of the current meshnp
  22463. * @returns the current mesh
  22464. */
  22465. AbstractMesh.prototype.releaseSubMeshes = function () {
  22466. if (this.subMeshes) {
  22467. while (this.subMeshes.length) {
  22468. this.subMeshes[0].dispose();
  22469. }
  22470. }
  22471. else {
  22472. this.subMeshes = new Array();
  22473. }
  22474. return this;
  22475. };
  22476. /**
  22477. * Releases resources associated with this abstract mesh.
  22478. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22479. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22480. */
  22481. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22482. var _this = this;
  22483. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22484. var index;
  22485. // Smart Array Retainers.
  22486. this.getScene().freeActiveMeshes();
  22487. this.getScene().freeRenderingGroups();
  22488. // Action manager
  22489. if (this.actionManager !== undefined && this.actionManager !== null) {
  22490. this.actionManager.dispose();
  22491. this.actionManager = null;
  22492. }
  22493. // Skeleton
  22494. this._skeleton = null;
  22495. // Intersections in progress
  22496. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22497. var other = this._intersectionsInProgress[index];
  22498. var pos = other._intersectionsInProgress.indexOf(this);
  22499. other._intersectionsInProgress.splice(pos, 1);
  22500. }
  22501. this._intersectionsInProgress = [];
  22502. // Lights
  22503. var lights = this.getScene().lights;
  22504. lights.forEach(function (light) {
  22505. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22506. if (meshIndex !== -1) {
  22507. light.includedOnlyMeshes.splice(meshIndex, 1);
  22508. }
  22509. meshIndex = light.excludedMeshes.indexOf(_this);
  22510. if (meshIndex !== -1) {
  22511. light.excludedMeshes.splice(meshIndex, 1);
  22512. }
  22513. // Shadow generators
  22514. var generator = light.getShadowGenerator();
  22515. if (generator) {
  22516. var shadowMap = generator.getShadowMap();
  22517. if (shadowMap && shadowMap.renderList) {
  22518. meshIndex = shadowMap.renderList.indexOf(_this);
  22519. if (meshIndex !== -1) {
  22520. shadowMap.renderList.splice(meshIndex, 1);
  22521. }
  22522. }
  22523. }
  22524. });
  22525. // SubMeshes
  22526. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22527. this.releaseSubMeshes();
  22528. }
  22529. // Query
  22530. var engine = this.getScene().getEngine();
  22531. if (this._occlusionQuery) {
  22532. this.isOcclusionQueryInProgress = false;
  22533. engine.deleteQuery(this._occlusionQuery);
  22534. this._occlusionQuery = null;
  22535. }
  22536. // Engine
  22537. engine.wipeCaches();
  22538. // Remove from scene
  22539. this.getScene().removeMesh(this);
  22540. if (disposeMaterialAndTextures) {
  22541. if (this.material) {
  22542. this.material.dispose(false, true);
  22543. }
  22544. }
  22545. if (!doNotRecurse) {
  22546. // Particles
  22547. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22548. if (this.getScene().particleSystems[index].emitter === this) {
  22549. this.getScene().particleSystems[index].dispose();
  22550. index--;
  22551. }
  22552. }
  22553. }
  22554. // facet data
  22555. if (this._facetData.facetDataEnabled) {
  22556. this.disableFacetData();
  22557. }
  22558. this.onAfterWorldMatrixUpdateObservable.clear();
  22559. this.onCollideObservable.clear();
  22560. this.onCollisionPositionChangeObservable.clear();
  22561. this.onRebuildObservable.clear();
  22562. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22563. };
  22564. /**
  22565. * Adds the passed mesh as a child to the current mesh
  22566. * @param mesh defines the child mesh
  22567. * @returns the current mesh
  22568. */
  22569. AbstractMesh.prototype.addChild = function (mesh) {
  22570. mesh.setParent(this);
  22571. return this;
  22572. };
  22573. /**
  22574. * Removes the passed mesh from the current mesh children list
  22575. * @param mesh defines the child mesh
  22576. * @returns the current mesh
  22577. */
  22578. AbstractMesh.prototype.removeChild = function (mesh) {
  22579. mesh.setParent(null);
  22580. return this;
  22581. };
  22582. // Facet data
  22583. /** @hidden */
  22584. AbstractMesh.prototype._initFacetData = function () {
  22585. var data = this._facetData;
  22586. if (!data.facetNormals) {
  22587. data.facetNormals = new Array();
  22588. }
  22589. if (!data.facetPositions) {
  22590. data.facetPositions = new Array();
  22591. }
  22592. if (!data.facetPartitioning) {
  22593. data.facetPartitioning = new Array();
  22594. }
  22595. data.facetNb = (this.getIndices().length / 3) | 0;
  22596. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22597. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22598. for (var f = 0; f < data.facetNb; f++) {
  22599. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22600. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22601. }
  22602. data.facetDataEnabled = true;
  22603. return this;
  22604. };
  22605. /**
  22606. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22607. * This method can be called within the render loop.
  22608. * 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
  22609. * @returns the current mesh
  22610. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22611. */
  22612. AbstractMesh.prototype.updateFacetData = function () {
  22613. var data = this._facetData;
  22614. if (!data.facetDataEnabled) {
  22615. this._initFacetData();
  22616. }
  22617. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22618. var indices = this.getIndices();
  22619. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22620. var bInfo = this.getBoundingInfo();
  22621. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22622. // init arrays, matrix and sort function on first call
  22623. data.facetDepthSortEnabled = true;
  22624. if (indices instanceof Uint16Array) {
  22625. data.depthSortedIndices = new Uint16Array(indices);
  22626. }
  22627. else if (indices instanceof Uint32Array) {
  22628. data.depthSortedIndices = new Uint32Array(indices);
  22629. }
  22630. else {
  22631. var needs32bits = false;
  22632. for (var i = 0; i < indices.length; i++) {
  22633. if (indices[i] > 65535) {
  22634. needs32bits = true;
  22635. break;
  22636. }
  22637. }
  22638. if (needs32bits) {
  22639. data.depthSortedIndices = new Uint32Array(indices);
  22640. }
  22641. else {
  22642. data.depthSortedIndices = new Uint16Array(indices);
  22643. }
  22644. }
  22645. data.facetDepthSortFunction = function (f1, f2) {
  22646. return (f2.sqDistance - f1.sqDistance);
  22647. };
  22648. if (!data.facetDepthSortFrom) {
  22649. var camera = this.getScene().activeCamera;
  22650. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22651. }
  22652. data.depthSortedFacets = [];
  22653. for (var f = 0; f < data.facetNb; f++) {
  22654. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22655. data.depthSortedFacets.push(depthSortedFacet);
  22656. }
  22657. data.invertedMatrix = BABYLON.Matrix.Identity();
  22658. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22659. }
  22660. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22661. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22662. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22663. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22664. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22665. data.subDiv.max = data.partitioningSubdivisions;
  22666. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22667. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22668. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22669. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22670. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22671. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22672. // set the parameters for ComputeNormals()
  22673. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22674. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22675. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22676. data.facetParameters.bInfo = bInfo;
  22677. data.facetParameters.bbSize = data.bbSize;
  22678. data.facetParameters.subDiv = data.subDiv;
  22679. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22680. data.facetParameters.depthSort = data.facetDepthSort;
  22681. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22682. this.computeWorldMatrix(true);
  22683. this._worldMatrix.invertToRef(data.invertedMatrix);
  22684. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22685. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22686. }
  22687. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22688. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22689. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22690. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22691. var l = (data.depthSortedIndices.length / 3) | 0;
  22692. for (var f = 0; f < l; f++) {
  22693. var sind = data.depthSortedFacets[f].ind;
  22694. data.depthSortedIndices[f * 3] = indices[sind];
  22695. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22696. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22697. }
  22698. this.updateIndices(data.depthSortedIndices);
  22699. }
  22700. return this;
  22701. };
  22702. /**
  22703. * Returns the facetLocalNormals array.
  22704. * The normals are expressed in the mesh local spac
  22705. * @returns an array of Vector3
  22706. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22707. */
  22708. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22709. if (!this._facetData.facetNormals) {
  22710. this.updateFacetData();
  22711. }
  22712. return this._facetData.facetNormals;
  22713. };
  22714. /**
  22715. * Returns the facetLocalPositions array.
  22716. * The facet positions are expressed in the mesh local space
  22717. * @returns an array of Vector3
  22718. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22719. */
  22720. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22721. if (!this._facetData.facetPositions) {
  22722. this.updateFacetData();
  22723. }
  22724. return this._facetData.facetPositions;
  22725. };
  22726. /**
  22727. * Returns the facetLocalPartioning array
  22728. * @returns an array of array of numbers
  22729. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22730. */
  22731. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22732. if (!this._facetData.facetPartitioning) {
  22733. this.updateFacetData();
  22734. }
  22735. return this._facetData.facetPartitioning;
  22736. };
  22737. /**
  22738. * Returns the i-th facet position in the world system.
  22739. * This method allocates a new Vector3 per call
  22740. * @param i defines the facet index
  22741. * @returns a new Vector3
  22742. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22743. */
  22744. AbstractMesh.prototype.getFacetPosition = function (i) {
  22745. var pos = BABYLON.Vector3.Zero();
  22746. this.getFacetPositionToRef(i, pos);
  22747. return pos;
  22748. };
  22749. /**
  22750. * Sets the reference Vector3 with the i-th facet position in the world system
  22751. * @param i defines the facet index
  22752. * @param ref defines the target vector
  22753. * @returns the current mesh
  22754. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22755. */
  22756. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22757. var localPos = (this.getFacetLocalPositions())[i];
  22758. var world = this.getWorldMatrix();
  22759. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22760. return this;
  22761. };
  22762. /**
  22763. * Returns the i-th facet normal in the world system.
  22764. * This method allocates a new Vector3 per call
  22765. * @param i defines the facet index
  22766. * @returns a new Vector3
  22767. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22768. */
  22769. AbstractMesh.prototype.getFacetNormal = function (i) {
  22770. var norm = BABYLON.Vector3.Zero();
  22771. this.getFacetNormalToRef(i, norm);
  22772. return norm;
  22773. };
  22774. /**
  22775. * Sets the reference Vector3 with the i-th facet normal in the world system
  22776. * @param i defines the facet index
  22777. * @param ref defines the target vector
  22778. * @returns the current mesh
  22779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22780. */
  22781. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22782. var localNorm = (this.getFacetLocalNormals())[i];
  22783. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22784. return this;
  22785. };
  22786. /**
  22787. * 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)
  22788. * @param x defines x coordinate
  22789. * @param y defines y coordinate
  22790. * @param z defines z coordinate
  22791. * @returns the array of facet indexes
  22792. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22793. */
  22794. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22795. var bInfo = this.getBoundingInfo();
  22796. var data = this._facetData;
  22797. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22798. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22799. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22800. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22801. return null;
  22802. }
  22803. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22804. };
  22805. /**
  22806. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22807. * @param projected sets as the (x,y,z) world projection on the facet
  22808. * @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
  22809. * @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
  22810. * @param x defines x coordinate
  22811. * @param y defines y coordinate
  22812. * @param z defines z coordinate
  22813. * @returns the face index if found (or null instead)
  22814. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22815. */
  22816. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22817. if (checkFace === void 0) { checkFace = false; }
  22818. if (facing === void 0) { facing = true; }
  22819. var world = this.getWorldMatrix();
  22820. var invMat = BABYLON.Tmp.Matrix[5];
  22821. world.invertToRef(invMat);
  22822. var invVect = BABYLON.Tmp.Vector3[8];
  22823. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22824. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22825. if (projected) {
  22826. // tranform the local computed projected vector to world coordinates
  22827. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22828. }
  22829. return closest;
  22830. };
  22831. /**
  22832. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22833. * @param projected sets as the (x,y,z) local projection on the facet
  22834. * @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
  22835. * @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
  22836. * @param x defines x coordinate
  22837. * @param y defines y coordinate
  22838. * @param z defines z coordinate
  22839. * @returns the face index if found (or null instead)
  22840. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22841. */
  22842. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22843. if (checkFace === void 0) { checkFace = false; }
  22844. if (facing === void 0) { facing = true; }
  22845. var closest = null;
  22846. var tmpx = 0.0;
  22847. var tmpy = 0.0;
  22848. var tmpz = 0.0;
  22849. var d = 0.0; // tmp dot facet normal * facet position
  22850. var t0 = 0.0;
  22851. var projx = 0.0;
  22852. var projy = 0.0;
  22853. var projz = 0.0;
  22854. // Get all the facets in the same partitioning block than (x, y, z)
  22855. var facetPositions = this.getFacetLocalPositions();
  22856. var facetNormals = this.getFacetLocalNormals();
  22857. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22858. if (!facetsInBlock) {
  22859. return null;
  22860. }
  22861. // Get the closest facet to (x, y, z)
  22862. var shortest = Number.MAX_VALUE; // init distance vars
  22863. var tmpDistance = shortest;
  22864. var fib; // current facet in the block
  22865. var norm; // current facet normal
  22866. var p0; // current facet barycenter position
  22867. // loop on all the facets in the current partitioning block
  22868. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22869. fib = facetsInBlock[idx];
  22870. norm = facetNormals[fib];
  22871. p0 = facetPositions[fib];
  22872. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22873. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22874. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22875. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22876. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22877. projx = x + norm.x * t0;
  22878. projy = y + norm.y * t0;
  22879. projz = z + norm.z * t0;
  22880. tmpx = projx - x;
  22881. tmpy = projy - y;
  22882. tmpz = projz - z;
  22883. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22884. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22885. shortest = tmpDistance;
  22886. closest = fib;
  22887. if (projected) {
  22888. projected.x = projx;
  22889. projected.y = projy;
  22890. projected.z = projz;
  22891. }
  22892. }
  22893. }
  22894. }
  22895. return closest;
  22896. };
  22897. /**
  22898. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22899. * @returns the parameters
  22900. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22901. */
  22902. AbstractMesh.prototype.getFacetDataParameters = function () {
  22903. return this._facetData.facetParameters;
  22904. };
  22905. /**
  22906. * Disables the feature FacetData and frees the related memory
  22907. * @returns the current mesh
  22908. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22909. */
  22910. AbstractMesh.prototype.disableFacetData = function () {
  22911. if (this._facetData.facetDataEnabled) {
  22912. this._facetData.facetDataEnabled = false;
  22913. this._facetData.facetPositions = new Array();
  22914. this._facetData.facetNormals = new Array();
  22915. this._facetData.facetPartitioning = new Array();
  22916. this._facetData.facetParameters = null;
  22917. this._facetData.depthSortedIndices = new Uint32Array(0);
  22918. }
  22919. return this;
  22920. };
  22921. /**
  22922. * Updates the AbstractMesh indices array
  22923. * @param indices defines the data source
  22924. * @returns the current mesh
  22925. */
  22926. AbstractMesh.prototype.updateIndices = function (indices) {
  22927. return this;
  22928. };
  22929. /**
  22930. * Creates new normals data for the mesh
  22931. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22932. * @returns the current mesh
  22933. */
  22934. AbstractMesh.prototype.createNormals = function (updatable) {
  22935. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22936. var indices = this.getIndices();
  22937. var normals;
  22938. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22939. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22940. }
  22941. else {
  22942. normals = [];
  22943. }
  22944. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22945. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22946. return this;
  22947. };
  22948. /**
  22949. * Align the mesh with a normal
  22950. * @param normal defines the normal to use
  22951. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22952. * @returns the current mesh
  22953. */
  22954. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22955. if (!upDirection) {
  22956. upDirection = BABYLON.Axis.Y;
  22957. }
  22958. var axisX = BABYLON.Tmp.Vector3[0];
  22959. var axisZ = BABYLON.Tmp.Vector3[1];
  22960. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22961. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22962. if (this.rotationQuaternion) {
  22963. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22964. }
  22965. else {
  22966. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22967. }
  22968. return this;
  22969. };
  22970. /** @hidden */
  22971. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22972. return false;
  22973. };
  22974. /** No occlusion */
  22975. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22976. /** Occlusion set to optimisitic */
  22977. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22978. /** Occlusion set to strict */
  22979. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22980. /** Use an accurante occlusion algorithm */
  22981. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22982. /** Use a conservative occlusion algorithm */
  22983. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22984. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22985. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22986. /** Culling strategy with bounding sphere only and then frustum culling */
  22987. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22988. return AbstractMesh;
  22989. }(BABYLON.TransformNode));
  22990. BABYLON.AbstractMesh = AbstractMesh;
  22991. })(BABYLON || (BABYLON = {}));
  22992. //# sourceMappingURL=babylon.abstractMesh.js.map
  22993. var BABYLON;
  22994. (function (BABYLON) {
  22995. /**
  22996. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22997. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22998. * 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.
  22999. */
  23000. var Light = /** @class */ (function (_super) {
  23001. __extends(Light, _super);
  23002. /**
  23003. * Creates a Light object in the scene.
  23004. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23005. * @param name The firendly name of the light
  23006. * @param scene The scene the light belongs too
  23007. */
  23008. function Light(name, scene) {
  23009. var _this = _super.call(this, name, scene) || this;
  23010. /**
  23011. * Diffuse gives the basic color to an object.
  23012. */
  23013. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23014. /**
  23015. * Specular produces a highlight color on an object.
  23016. * Note: This is note affecting PBR materials.
  23017. */
  23018. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23019. /**
  23020. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23021. * falling off base on range or angle.
  23022. * This can be set to any values in Light.FALLOFF_x.
  23023. *
  23024. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23025. * other types of materials.
  23026. */
  23027. _this.falloffType = Light.FALLOFF_DEFAULT;
  23028. /**
  23029. * Strength of the light.
  23030. * Note: By default it is define in the framework own unit.
  23031. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23032. */
  23033. _this.intensity = 1.0;
  23034. _this._range = Number.MAX_VALUE;
  23035. _this._inverseSquaredRange = 0;
  23036. /**
  23037. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23038. * of light.
  23039. */
  23040. _this._photometricScale = 1.0;
  23041. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23042. _this._radius = 0.00001;
  23043. /**
  23044. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23045. * exceeding the number allowed of the materials.
  23046. */
  23047. _this.renderPriority = 0;
  23048. _this._shadowEnabled = true;
  23049. _this._excludeWithLayerMask = 0;
  23050. _this._includeOnlyWithLayerMask = 0;
  23051. _this._lightmapMode = 0;
  23052. /**
  23053. * @hidden Internal use only.
  23054. */
  23055. _this._excludedMeshesIds = new Array();
  23056. /**
  23057. * @hidden Internal use only.
  23058. */
  23059. _this._includedOnlyMeshesIds = new Array();
  23060. _this.getScene().addLight(_this);
  23061. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23062. _this._buildUniformLayout();
  23063. _this.includedOnlyMeshes = new Array();
  23064. _this.excludedMeshes = new Array();
  23065. _this._resyncMeshes();
  23066. return _this;
  23067. }
  23068. Object.defineProperty(Light.prototype, "range", {
  23069. /**
  23070. * Defines how far from the source the light is impacting in scene units.
  23071. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23072. */
  23073. get: function () {
  23074. return this._range;
  23075. },
  23076. /**
  23077. * Defines how far from the source the light is impacting in scene units.
  23078. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23079. */
  23080. set: function (value) {
  23081. this._range = value;
  23082. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23083. },
  23084. enumerable: true,
  23085. configurable: true
  23086. });
  23087. Object.defineProperty(Light.prototype, "intensityMode", {
  23088. /**
  23089. * Gets the photometric scale used to interpret the intensity.
  23090. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23091. */
  23092. get: function () {
  23093. return this._intensityMode;
  23094. },
  23095. /**
  23096. * Sets the photometric scale used to interpret the intensity.
  23097. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23098. */
  23099. set: function (value) {
  23100. this._intensityMode = value;
  23101. this._computePhotometricScale();
  23102. },
  23103. enumerable: true,
  23104. configurable: true
  23105. });
  23106. Object.defineProperty(Light.prototype, "radius", {
  23107. /**
  23108. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23109. */
  23110. get: function () {
  23111. return this._radius;
  23112. },
  23113. /**
  23114. * sets the light radius used by PBR Materials to simulate soft area lights.
  23115. */
  23116. set: function (value) {
  23117. this._radius = value;
  23118. this._computePhotometricScale();
  23119. },
  23120. enumerable: true,
  23121. configurable: true
  23122. });
  23123. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23124. /**
  23125. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23126. * the current shadow generator.
  23127. */
  23128. get: function () {
  23129. return this._shadowEnabled;
  23130. },
  23131. /**
  23132. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23133. * the current shadow generator.
  23134. */
  23135. set: function (value) {
  23136. if (this._shadowEnabled === value) {
  23137. return;
  23138. }
  23139. this._shadowEnabled = value;
  23140. this._markMeshesAsLightDirty();
  23141. },
  23142. enumerable: true,
  23143. configurable: true
  23144. });
  23145. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23146. /**
  23147. * Gets the only meshes impacted by this light.
  23148. */
  23149. get: function () {
  23150. return this._includedOnlyMeshes;
  23151. },
  23152. /**
  23153. * Sets the only meshes impacted by this light.
  23154. */
  23155. set: function (value) {
  23156. this._includedOnlyMeshes = value;
  23157. this._hookArrayForIncludedOnly(value);
  23158. },
  23159. enumerable: true,
  23160. configurable: true
  23161. });
  23162. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23163. /**
  23164. * Gets the meshes not impacted by this light.
  23165. */
  23166. get: function () {
  23167. return this._excludedMeshes;
  23168. },
  23169. /**
  23170. * Sets the meshes not impacted by this light.
  23171. */
  23172. set: function (value) {
  23173. this._excludedMeshes = value;
  23174. this._hookArrayForExcluded(value);
  23175. },
  23176. enumerable: true,
  23177. configurable: true
  23178. });
  23179. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23180. /**
  23181. * Gets the layer id use to find what meshes are not impacted by the light.
  23182. * Inactive if 0
  23183. */
  23184. get: function () {
  23185. return this._excludeWithLayerMask;
  23186. },
  23187. /**
  23188. * Sets the layer id use to find what meshes are not impacted by the light.
  23189. * Inactive if 0
  23190. */
  23191. set: function (value) {
  23192. this._excludeWithLayerMask = value;
  23193. this._resyncMeshes();
  23194. },
  23195. enumerable: true,
  23196. configurable: true
  23197. });
  23198. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23199. /**
  23200. * Gets the layer id use to find what meshes are impacted by the light.
  23201. * Inactive if 0
  23202. */
  23203. get: function () {
  23204. return this._includeOnlyWithLayerMask;
  23205. },
  23206. /**
  23207. * Sets the layer id use to find what meshes are impacted by the light.
  23208. * Inactive if 0
  23209. */
  23210. set: function (value) {
  23211. this._includeOnlyWithLayerMask = value;
  23212. this._resyncMeshes();
  23213. },
  23214. enumerable: true,
  23215. configurable: true
  23216. });
  23217. Object.defineProperty(Light.prototype, "lightmapMode", {
  23218. /**
  23219. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23220. */
  23221. get: function () {
  23222. return this._lightmapMode;
  23223. },
  23224. /**
  23225. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23226. */
  23227. set: function (value) {
  23228. if (this._lightmapMode === value) {
  23229. return;
  23230. }
  23231. this._lightmapMode = value;
  23232. this._markMeshesAsLightDirty();
  23233. },
  23234. enumerable: true,
  23235. configurable: true
  23236. });
  23237. /**
  23238. * Returns the string "Light".
  23239. * @returns the class name
  23240. */
  23241. Light.prototype.getClassName = function () {
  23242. return "Light";
  23243. };
  23244. /**
  23245. * Converts the light information to a readable string for debug purpose.
  23246. * @param fullDetails Supports for multiple levels of logging within scene loading
  23247. * @returns the human readable light info
  23248. */
  23249. Light.prototype.toString = function (fullDetails) {
  23250. var ret = "Name: " + this.name;
  23251. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23252. if (this.animations) {
  23253. for (var i = 0; i < this.animations.length; i++) {
  23254. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23255. }
  23256. }
  23257. if (fullDetails) {
  23258. }
  23259. return ret;
  23260. };
  23261. /** @hidden */
  23262. Light.prototype._syncParentEnabledState = function () {
  23263. _super.prototype._syncParentEnabledState.call(this);
  23264. this._resyncMeshes();
  23265. };
  23266. /**
  23267. * Set the enabled state of this node.
  23268. * @param value - the new enabled state
  23269. */
  23270. Light.prototype.setEnabled = function (value) {
  23271. _super.prototype.setEnabled.call(this, value);
  23272. this._resyncMeshes();
  23273. };
  23274. /**
  23275. * Returns the Light associated shadow generator if any.
  23276. * @return the associated shadow generator.
  23277. */
  23278. Light.prototype.getShadowGenerator = function () {
  23279. return this._shadowGenerator;
  23280. };
  23281. /**
  23282. * Returns a Vector3, the absolute light position in the World.
  23283. * @returns the world space position of the light
  23284. */
  23285. Light.prototype.getAbsolutePosition = function () {
  23286. return BABYLON.Vector3.Zero();
  23287. };
  23288. /**
  23289. * Specifies if the light will affect the passed mesh.
  23290. * @param mesh The mesh to test against the light
  23291. * @return true the mesh is affected otherwise, false.
  23292. */
  23293. Light.prototype.canAffectMesh = function (mesh) {
  23294. if (!mesh) {
  23295. return true;
  23296. }
  23297. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23298. return false;
  23299. }
  23300. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23301. return false;
  23302. }
  23303. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23304. return false;
  23305. }
  23306. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23307. return false;
  23308. }
  23309. return true;
  23310. };
  23311. /**
  23312. * Sort function to order lights for rendering.
  23313. * @param a First Light object to compare to second.
  23314. * @param b Second Light object to compare first.
  23315. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23316. */
  23317. Light.CompareLightsPriority = function (a, b) {
  23318. //shadow-casting lights have priority over non-shadow-casting lights
  23319. //the renderPrioirty is a secondary sort criterion
  23320. if (a.shadowEnabled !== b.shadowEnabled) {
  23321. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23322. }
  23323. return b.renderPriority - a.renderPriority;
  23324. };
  23325. /**
  23326. * Releases resources associated with this node.
  23327. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23328. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23329. */
  23330. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23331. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23332. if (this._shadowGenerator) {
  23333. this._shadowGenerator.dispose();
  23334. this._shadowGenerator = null;
  23335. }
  23336. // Animations
  23337. this.getScene().stopAnimation(this);
  23338. // Remove from meshes
  23339. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23340. var mesh = _a[_i];
  23341. mesh._removeLightSource(this);
  23342. }
  23343. this._uniformBuffer.dispose();
  23344. // Remove from scene
  23345. this.getScene().removeLight(this);
  23346. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23347. };
  23348. /**
  23349. * Returns the light type ID (integer).
  23350. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23351. */
  23352. Light.prototype.getTypeID = function () {
  23353. return 0;
  23354. };
  23355. /**
  23356. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23357. * @returns the scaled intensity in intensity mode unit
  23358. */
  23359. Light.prototype.getScaledIntensity = function () {
  23360. return this._photometricScale * this.intensity;
  23361. };
  23362. /**
  23363. * Returns a new Light object, named "name", from the current one.
  23364. * @param name The name of the cloned light
  23365. * @returns the new created light
  23366. */
  23367. Light.prototype.clone = function (name) {
  23368. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23369. if (!constructor) {
  23370. return null;
  23371. }
  23372. return BABYLON.SerializationHelper.Clone(constructor, this);
  23373. };
  23374. /**
  23375. * Serializes the current light into a Serialization object.
  23376. * @returns the serialized object.
  23377. */
  23378. Light.prototype.serialize = function () {
  23379. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23380. // Type
  23381. serializationObject.type = this.getTypeID();
  23382. // Parent
  23383. if (this.parent) {
  23384. serializationObject.parentId = this.parent.id;
  23385. }
  23386. // Inclusion / exclusions
  23387. if (this.excludedMeshes.length > 0) {
  23388. serializationObject.excludedMeshesIds = [];
  23389. this.excludedMeshes.forEach(function (mesh) {
  23390. serializationObject.excludedMeshesIds.push(mesh.id);
  23391. });
  23392. }
  23393. if (this.includedOnlyMeshes.length > 0) {
  23394. serializationObject.includedOnlyMeshesIds = [];
  23395. this.includedOnlyMeshes.forEach(function (mesh) {
  23396. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23397. });
  23398. }
  23399. // Animations
  23400. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23401. serializationObject.ranges = this.serializeAnimationRanges();
  23402. return serializationObject;
  23403. };
  23404. /**
  23405. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23406. * This new light is named "name" and added to the passed scene.
  23407. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23408. * @param name The friendly name of the light
  23409. * @param scene The scene the new light will belong to
  23410. * @returns the constructor function
  23411. */
  23412. Light.GetConstructorFromName = function (type, name, scene) {
  23413. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23414. if (constructorFunc) {
  23415. return constructorFunc;
  23416. }
  23417. // Default to no light for none present once.
  23418. return null;
  23419. };
  23420. /**
  23421. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23422. * @param parsedLight The JSON representation of the light
  23423. * @param scene The scene to create the parsed light in
  23424. * @returns the created light after parsing
  23425. */
  23426. Light.Parse = function (parsedLight, scene) {
  23427. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23428. if (!constructor) {
  23429. return null;
  23430. }
  23431. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23432. // Inclusion / exclusions
  23433. if (parsedLight.excludedMeshesIds) {
  23434. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23435. }
  23436. if (parsedLight.includedOnlyMeshesIds) {
  23437. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23438. }
  23439. // Parent
  23440. if (parsedLight.parentId) {
  23441. light._waitingParentId = parsedLight.parentId;
  23442. }
  23443. // Animations
  23444. if (parsedLight.animations) {
  23445. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23446. var parsedAnimation = parsedLight.animations[animationIndex];
  23447. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23448. }
  23449. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23450. }
  23451. if (parsedLight.autoAnimate) {
  23452. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23453. }
  23454. return light;
  23455. };
  23456. Light.prototype._hookArrayForExcluded = function (array) {
  23457. var _this = this;
  23458. var oldPush = array.push;
  23459. array.push = function () {
  23460. var items = [];
  23461. for (var _i = 0; _i < arguments.length; _i++) {
  23462. items[_i] = arguments[_i];
  23463. }
  23464. var result = oldPush.apply(array, items);
  23465. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23466. var item = items_1[_a];
  23467. item._resyncLighSource(_this);
  23468. }
  23469. return result;
  23470. };
  23471. var oldSplice = array.splice;
  23472. array.splice = function (index, deleteCount) {
  23473. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23474. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23475. var item = deleted_1[_i];
  23476. item._resyncLighSource(_this);
  23477. }
  23478. return deleted;
  23479. };
  23480. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23481. var item = array_1[_i];
  23482. item._resyncLighSource(this);
  23483. }
  23484. };
  23485. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23486. var _this = this;
  23487. var oldPush = array.push;
  23488. array.push = function () {
  23489. var items = [];
  23490. for (var _i = 0; _i < arguments.length; _i++) {
  23491. items[_i] = arguments[_i];
  23492. }
  23493. var result = oldPush.apply(array, items);
  23494. _this._resyncMeshes();
  23495. return result;
  23496. };
  23497. var oldSplice = array.splice;
  23498. array.splice = function (index, deleteCount) {
  23499. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23500. _this._resyncMeshes();
  23501. return deleted;
  23502. };
  23503. this._resyncMeshes();
  23504. };
  23505. Light.prototype._resyncMeshes = function () {
  23506. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23507. var mesh = _a[_i];
  23508. mesh._resyncLighSource(this);
  23509. }
  23510. };
  23511. /**
  23512. * Forces the meshes to update their light related information in their rendering used effects
  23513. * @hidden Internal Use Only
  23514. */
  23515. Light.prototype._markMeshesAsLightDirty = function () {
  23516. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23517. var mesh = _a[_i];
  23518. if (mesh._lightSources.indexOf(this) !== -1) {
  23519. mesh._markSubMeshesAsLightDirty();
  23520. }
  23521. }
  23522. };
  23523. /**
  23524. * Recomputes the cached photometric scale if needed.
  23525. */
  23526. Light.prototype._computePhotometricScale = function () {
  23527. this._photometricScale = this._getPhotometricScale();
  23528. this.getScene().resetCachedMaterial();
  23529. };
  23530. /**
  23531. * Returns the Photometric Scale according to the light type and intensity mode.
  23532. */
  23533. Light.prototype._getPhotometricScale = function () {
  23534. var photometricScale = 0.0;
  23535. var lightTypeID = this.getTypeID();
  23536. //get photometric mode
  23537. var photometricMode = this.intensityMode;
  23538. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23539. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23540. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23541. }
  23542. else {
  23543. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23544. }
  23545. }
  23546. //compute photometric scale
  23547. switch (lightTypeID) {
  23548. case Light.LIGHTTYPEID_POINTLIGHT:
  23549. case Light.LIGHTTYPEID_SPOTLIGHT:
  23550. switch (photometricMode) {
  23551. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23552. photometricScale = 1.0 / (4.0 * Math.PI);
  23553. break;
  23554. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23555. photometricScale = 1.0;
  23556. break;
  23557. case Light.INTENSITYMODE_LUMINANCE:
  23558. photometricScale = this.radius * this.radius;
  23559. break;
  23560. }
  23561. break;
  23562. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23563. switch (photometricMode) {
  23564. case Light.INTENSITYMODE_ILLUMINANCE:
  23565. photometricScale = 1.0;
  23566. break;
  23567. case Light.INTENSITYMODE_LUMINANCE:
  23568. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23569. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23570. var apexAngleRadians = this.radius;
  23571. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23572. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23573. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23574. photometricScale = solidAngle;
  23575. break;
  23576. }
  23577. break;
  23578. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23579. // No fall off in hemisperic light.
  23580. photometricScale = 1.0;
  23581. break;
  23582. }
  23583. return photometricScale;
  23584. };
  23585. /**
  23586. * Reorder the light in the scene according to their defined priority.
  23587. * @hidden Internal Use Only
  23588. */
  23589. Light.prototype._reorderLightsInScene = function () {
  23590. var scene = this.getScene();
  23591. if (this._renderPriority != 0) {
  23592. scene.requireLightSorting = true;
  23593. }
  23594. this.getScene().sortLightsByPriority();
  23595. };
  23596. /**
  23597. * Falloff Default: light is falling off following the material specification:
  23598. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23599. */
  23600. Light.FALLOFF_DEFAULT = 0;
  23601. /**
  23602. * Falloff Physical: light is falling off following the inverse squared distance law.
  23603. */
  23604. Light.FALLOFF_PHYSICAL = 1;
  23605. /**
  23606. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23607. * to enhance interoperability with other engines.
  23608. */
  23609. Light.FALLOFF_GLTF = 2;
  23610. /**
  23611. * Falloff Standard: light is falling off like in the standard material
  23612. * to enhance interoperability with other materials.
  23613. */
  23614. Light.FALLOFF_STANDARD = 3;
  23615. //lightmapMode Consts
  23616. /**
  23617. * If every light affecting the material is in this lightmapMode,
  23618. * material.lightmapTexture adds or multiplies
  23619. * (depends on material.useLightmapAsShadowmap)
  23620. * after every other light calculations.
  23621. */
  23622. Light.LIGHTMAP_DEFAULT = 0;
  23623. /**
  23624. * material.lightmapTexture as only diffuse lighting from this light
  23625. * adds only specular lighting from this light
  23626. * adds dynamic shadows
  23627. */
  23628. Light.LIGHTMAP_SPECULAR = 1;
  23629. /**
  23630. * material.lightmapTexture as only lighting
  23631. * no light calculation from this light
  23632. * only adds dynamic shadows from this light
  23633. */
  23634. Light.LIGHTMAP_SHADOWSONLY = 2;
  23635. // Intensity Mode Consts
  23636. /**
  23637. * Each light type uses the default quantity according to its type:
  23638. * point/spot lights use luminous intensity
  23639. * directional lights use illuminance
  23640. */
  23641. Light.INTENSITYMODE_AUTOMATIC = 0;
  23642. /**
  23643. * lumen (lm)
  23644. */
  23645. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23646. /**
  23647. * candela (lm/sr)
  23648. */
  23649. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23650. /**
  23651. * lux (lm/m^2)
  23652. */
  23653. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23654. /**
  23655. * nit (cd/m^2)
  23656. */
  23657. Light.INTENSITYMODE_LUMINANCE = 4;
  23658. // Light types ids const.
  23659. /**
  23660. * Light type const id of the point light.
  23661. */
  23662. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23663. /**
  23664. * Light type const id of the directional light.
  23665. */
  23666. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23667. /**
  23668. * Light type const id of the spot light.
  23669. */
  23670. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23671. /**
  23672. * Light type const id of the hemispheric light.
  23673. */
  23674. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23675. __decorate([
  23676. BABYLON.serializeAsColor3()
  23677. ], Light.prototype, "diffuse", void 0);
  23678. __decorate([
  23679. BABYLON.serializeAsColor3()
  23680. ], Light.prototype, "specular", void 0);
  23681. __decorate([
  23682. BABYLON.serialize()
  23683. ], Light.prototype, "falloffType", void 0);
  23684. __decorate([
  23685. BABYLON.serialize()
  23686. ], Light.prototype, "intensity", void 0);
  23687. __decorate([
  23688. BABYLON.serialize()
  23689. ], Light.prototype, "range", null);
  23690. __decorate([
  23691. BABYLON.serialize()
  23692. ], Light.prototype, "intensityMode", null);
  23693. __decorate([
  23694. BABYLON.serialize()
  23695. ], Light.prototype, "radius", null);
  23696. __decorate([
  23697. BABYLON.serialize()
  23698. ], Light.prototype, "_renderPriority", void 0);
  23699. __decorate([
  23700. BABYLON.expandToProperty("_reorderLightsInScene")
  23701. ], Light.prototype, "renderPriority", void 0);
  23702. __decorate([
  23703. BABYLON.serialize("shadowEnabled")
  23704. ], Light.prototype, "_shadowEnabled", void 0);
  23705. __decorate([
  23706. BABYLON.serialize("excludeWithLayerMask")
  23707. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23708. __decorate([
  23709. BABYLON.serialize("includeOnlyWithLayerMask")
  23710. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23711. __decorate([
  23712. BABYLON.serialize("lightmapMode")
  23713. ], Light.prototype, "_lightmapMode", void 0);
  23714. return Light;
  23715. }(BABYLON.Node));
  23716. BABYLON.Light = Light;
  23717. })(BABYLON || (BABYLON = {}));
  23718. //# sourceMappingURL=babylon.light.js.map
  23719. var BABYLON;
  23720. (function (BABYLON) {
  23721. /**
  23722. * This is the base class of all the camera used in the application.
  23723. * @see http://doc.babylonjs.com/features/cameras
  23724. */
  23725. var Camera = /** @class */ (function (_super) {
  23726. __extends(Camera, _super);
  23727. /**
  23728. * Instantiates a new camera object.
  23729. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23730. * @see http://doc.babylonjs.com/features/cameras
  23731. * @param name Defines the name of the camera in the scene
  23732. * @param position Defines the position of the camera
  23733. * @param scene Defines the scene the camera belongs too
  23734. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23735. */
  23736. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23737. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23738. var _this = _super.call(this, name, scene) || this;
  23739. /**
  23740. * The vector the camera should consider as up.
  23741. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23742. */
  23743. _this.upVector = BABYLON.Vector3.Up();
  23744. /**
  23745. * Define the current limit on the left side for an orthographic camera
  23746. * In scene unit
  23747. */
  23748. _this.orthoLeft = null;
  23749. /**
  23750. * Define the current limit on the right side for an orthographic camera
  23751. * In scene unit
  23752. */
  23753. _this.orthoRight = null;
  23754. /**
  23755. * Define the current limit on the bottom side for an orthographic camera
  23756. * In scene unit
  23757. */
  23758. _this.orthoBottom = null;
  23759. /**
  23760. * Define the current limit on the top side for an orthographic camera
  23761. * In scene unit
  23762. */
  23763. _this.orthoTop = null;
  23764. /**
  23765. * Field Of View is set in Radians. (default is 0.8)
  23766. */
  23767. _this.fov = 0.8;
  23768. /**
  23769. * Define the minimum distance the camera can see from.
  23770. * This is important to note that the depth buffer are not infinite and the closer it starts
  23771. * the more your scene might encounter depth fighting issue.
  23772. */
  23773. _this.minZ = 1;
  23774. /**
  23775. * Define the maximum distance the camera can see to.
  23776. * This is important to note that the depth buffer are not infinite and the further it end
  23777. * the more your scene might encounter depth fighting issue.
  23778. */
  23779. _this.maxZ = 10000.0;
  23780. /**
  23781. * Define the default inertia of the camera.
  23782. * This helps giving a smooth feeling to the camera movement.
  23783. */
  23784. _this.inertia = 0.9;
  23785. /**
  23786. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23787. */
  23788. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23789. /**
  23790. * Define wether the camera is intermediate.
  23791. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23792. */
  23793. _this.isIntermediate = false;
  23794. /**
  23795. * Define the viewport of the camera.
  23796. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23797. */
  23798. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23799. /**
  23800. * Restricts the camera to viewing objects with the same layerMask.
  23801. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23802. */
  23803. _this.layerMask = 0x0FFFFFFF;
  23804. /**
  23805. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23806. */
  23807. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23808. /**
  23809. * Rig mode of the camera.
  23810. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23811. * This is normally controlled byt the camera themselves as internal use.
  23812. */
  23813. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23814. /**
  23815. * 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
  23816. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23817. * else in the scene.
  23818. */
  23819. _this.customRenderTargets = new Array();
  23820. /**
  23821. * When set, the camera will render to this render target instead of the default canvas
  23822. */
  23823. _this.outputRenderTarget = null;
  23824. /**
  23825. * Observable triggered when the camera view matrix has changed.
  23826. */
  23827. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23828. /**
  23829. * Observable triggered when the camera Projection matrix has changed.
  23830. */
  23831. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23832. /**
  23833. * Observable triggered when the inputs have been processed.
  23834. */
  23835. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23836. /**
  23837. * Observable triggered when reset has been called and applied to the camera.
  23838. */
  23839. _this.onRestoreStateObservable = new BABYLON.Observable();
  23840. /** @hidden */
  23841. _this._rigCameras = new Array();
  23842. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23843. /** @hidden */
  23844. _this._skipRendering = false;
  23845. /** @hidden */
  23846. _this._projectionMatrix = new BABYLON.Matrix();
  23847. /** @hidden */
  23848. _this._postProcesses = new Array();
  23849. /** @hidden */
  23850. _this._activeMeshes = new BABYLON.SmartArray(256);
  23851. _this._globalPosition = BABYLON.Vector3.Zero();
  23852. /** hidden */
  23853. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23854. _this._doNotComputeProjectionMatrix = false;
  23855. _this._transformMatrix = BABYLON.Matrix.Zero();
  23856. _this._refreshFrustumPlanes = true;
  23857. _this.getScene().addCamera(_this);
  23858. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23859. _this.getScene().activeCamera = _this;
  23860. }
  23861. _this.position = position;
  23862. return _this;
  23863. }
  23864. /**
  23865. * Store current camera state (fov, position, etc..)
  23866. * @returns the camera
  23867. */
  23868. Camera.prototype.storeState = function () {
  23869. this._stateStored = true;
  23870. this._storedFov = this.fov;
  23871. return this;
  23872. };
  23873. /**
  23874. * Restores the camera state values if it has been stored. You must call storeState() first
  23875. */
  23876. Camera.prototype._restoreStateValues = function () {
  23877. if (!this._stateStored) {
  23878. return false;
  23879. }
  23880. this.fov = this._storedFov;
  23881. return true;
  23882. };
  23883. /**
  23884. * Restored camera state. You must call storeState() first.
  23885. * @returns true if restored and false otherwise
  23886. */
  23887. Camera.prototype.restoreState = function () {
  23888. if (this._restoreStateValues()) {
  23889. this.onRestoreStateObservable.notifyObservers(this);
  23890. return true;
  23891. }
  23892. return false;
  23893. };
  23894. /**
  23895. * Gets the class name of the camera.
  23896. * @returns the class name
  23897. */
  23898. Camera.prototype.getClassName = function () {
  23899. return "Camera";
  23900. };
  23901. /**
  23902. * Gets a string representation of the camera useful for debug purpose.
  23903. * @param fullDetails Defines that a more verboe level of logging is required
  23904. * @returns the string representation
  23905. */
  23906. Camera.prototype.toString = function (fullDetails) {
  23907. var ret = "Name: " + this.name;
  23908. ret += ", type: " + this.getClassName();
  23909. if (this.animations) {
  23910. for (var i = 0; i < this.animations.length; i++) {
  23911. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23912. }
  23913. }
  23914. if (fullDetails) {
  23915. }
  23916. return ret;
  23917. };
  23918. Object.defineProperty(Camera.prototype, "globalPosition", {
  23919. /**
  23920. * Gets the current world space position of the camera.
  23921. */
  23922. get: function () {
  23923. return this._globalPosition;
  23924. },
  23925. enumerable: true,
  23926. configurable: true
  23927. });
  23928. /**
  23929. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23930. * @returns the active meshe list
  23931. */
  23932. Camera.prototype.getActiveMeshes = function () {
  23933. return this._activeMeshes;
  23934. };
  23935. /**
  23936. * Check wether a mesh is part of the current active mesh list of the camera
  23937. * @param mesh Defines the mesh to check
  23938. * @returns true if active, false otherwise
  23939. */
  23940. Camera.prototype.isActiveMesh = function (mesh) {
  23941. return (this._activeMeshes.indexOf(mesh) !== -1);
  23942. };
  23943. /**
  23944. * Is this camera ready to be used/rendered
  23945. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23946. * @return true if the camera is ready
  23947. */
  23948. Camera.prototype.isReady = function (completeCheck) {
  23949. if (completeCheck === void 0) { completeCheck = false; }
  23950. if (completeCheck) {
  23951. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23952. var pp = _a[_i];
  23953. if (pp && !pp.isReady()) {
  23954. return false;
  23955. }
  23956. }
  23957. }
  23958. return _super.prototype.isReady.call(this, completeCheck);
  23959. };
  23960. /** @hidden */
  23961. Camera.prototype._initCache = function () {
  23962. _super.prototype._initCache.call(this);
  23963. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23964. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23965. this._cache.mode = undefined;
  23966. this._cache.minZ = undefined;
  23967. this._cache.maxZ = undefined;
  23968. this._cache.fov = undefined;
  23969. this._cache.fovMode = undefined;
  23970. this._cache.aspectRatio = undefined;
  23971. this._cache.orthoLeft = undefined;
  23972. this._cache.orthoRight = undefined;
  23973. this._cache.orthoBottom = undefined;
  23974. this._cache.orthoTop = undefined;
  23975. this._cache.renderWidth = undefined;
  23976. this._cache.renderHeight = undefined;
  23977. };
  23978. /** @hidden */
  23979. Camera.prototype._updateCache = function (ignoreParentClass) {
  23980. if (!ignoreParentClass) {
  23981. _super.prototype._updateCache.call(this);
  23982. }
  23983. this._cache.position.copyFrom(this.position);
  23984. this._cache.upVector.copyFrom(this.upVector);
  23985. };
  23986. /** @hidden */
  23987. Camera.prototype._isSynchronized = function () {
  23988. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23989. };
  23990. /** @hidden */
  23991. Camera.prototype._isSynchronizedViewMatrix = function () {
  23992. if (!_super.prototype._isSynchronized.call(this)) {
  23993. return false;
  23994. }
  23995. return this._cache.position.equals(this.position)
  23996. && this._cache.upVector.equals(this.upVector)
  23997. && this.isSynchronizedWithParent();
  23998. };
  23999. /** @hidden */
  24000. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24001. var check = this._cache.mode === this.mode
  24002. && this._cache.minZ === this.minZ
  24003. && this._cache.maxZ === this.maxZ;
  24004. if (!check) {
  24005. return false;
  24006. }
  24007. var engine = this.getEngine();
  24008. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24009. check = this._cache.fov === this.fov
  24010. && this._cache.fovMode === this.fovMode
  24011. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24012. }
  24013. else {
  24014. check = this._cache.orthoLeft === this.orthoLeft
  24015. && this._cache.orthoRight === this.orthoRight
  24016. && this._cache.orthoBottom === this.orthoBottom
  24017. && this._cache.orthoTop === this.orthoTop
  24018. && this._cache.renderWidth === engine.getRenderWidth()
  24019. && this._cache.renderHeight === engine.getRenderHeight();
  24020. }
  24021. return check;
  24022. };
  24023. /**
  24024. * Attach the input controls to a specific dom element to get the input from.
  24025. * @param element Defines the element the controls should be listened from
  24026. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24027. */
  24028. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24029. };
  24030. /**
  24031. * Detach the current controls from the specified dom element.
  24032. * @param element Defines the element to stop listening the inputs from
  24033. */
  24034. Camera.prototype.detachControl = function (element) {
  24035. };
  24036. /**
  24037. * Update the camera state according to the different inputs gathered during the frame.
  24038. */
  24039. Camera.prototype.update = function () {
  24040. this._checkInputs();
  24041. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24042. this._updateRigCameras();
  24043. }
  24044. };
  24045. /** @hidden */
  24046. Camera.prototype._checkInputs = function () {
  24047. this.onAfterCheckInputsObservable.notifyObservers(this);
  24048. };
  24049. Object.defineProperty(Camera.prototype, "rigCameras", {
  24050. /** @hidden */
  24051. get: function () {
  24052. return this._rigCameras;
  24053. },
  24054. enumerable: true,
  24055. configurable: true
  24056. });
  24057. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24058. /**
  24059. * Gets the post process used by the rig cameras
  24060. */
  24061. get: function () {
  24062. return this._rigPostProcess;
  24063. },
  24064. enumerable: true,
  24065. configurable: true
  24066. });
  24067. /**
  24068. * Internal, gets the first post proces.
  24069. * @returns the first post process to be run on this camera.
  24070. */
  24071. Camera.prototype._getFirstPostProcess = function () {
  24072. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24073. if (this._postProcesses[ppIndex] !== null) {
  24074. return this._postProcesses[ppIndex];
  24075. }
  24076. }
  24077. return null;
  24078. };
  24079. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24080. // invalidate framebuffer
  24081. var firstPostProcess = this._getFirstPostProcess();
  24082. if (firstPostProcess) {
  24083. firstPostProcess.markTextureDirty();
  24084. }
  24085. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24086. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24087. var cam = this._rigCameras[i];
  24088. var rigPostProcess = cam._rigPostProcess;
  24089. // for VR rig, there does not have to be a post process
  24090. if (rigPostProcess) {
  24091. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24092. if (isPass) {
  24093. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24094. cam.isIntermediate = this._postProcesses.length === 0;
  24095. }
  24096. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24097. rigPostProcess.markTextureDirty();
  24098. }
  24099. else {
  24100. cam._postProcesses = this._postProcesses.slice(0);
  24101. }
  24102. }
  24103. };
  24104. /**
  24105. * Attach a post process to the camera.
  24106. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24107. * @param postProcess The post process to attach to the camera
  24108. * @param insertAt The position of the post process in case several of them are in use in the scene
  24109. * @returns the position the post process has been inserted at
  24110. */
  24111. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24112. if (insertAt === void 0) { insertAt = null; }
  24113. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24114. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24115. return 0;
  24116. }
  24117. if (insertAt == null || insertAt < 0) {
  24118. this._postProcesses.push(postProcess);
  24119. }
  24120. else if (this._postProcesses[insertAt] === null) {
  24121. this._postProcesses[insertAt] = postProcess;
  24122. }
  24123. else {
  24124. this._postProcesses.splice(insertAt, 0, postProcess);
  24125. }
  24126. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24127. return this._postProcesses.indexOf(postProcess);
  24128. };
  24129. /**
  24130. * Detach a post process to the camera.
  24131. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24132. * @param postProcess The post process to detach from the camera
  24133. */
  24134. Camera.prototype.detachPostProcess = function (postProcess) {
  24135. var idx = this._postProcesses.indexOf(postProcess);
  24136. if (idx !== -1) {
  24137. this._postProcesses[idx] = null;
  24138. }
  24139. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24140. };
  24141. /**
  24142. * Gets the current world matrix of the camera
  24143. */
  24144. Camera.prototype.getWorldMatrix = function () {
  24145. if (this._isSynchronizedViewMatrix()) {
  24146. return this._worldMatrix;
  24147. }
  24148. // Getting the the view matrix will also compute the world matrix.
  24149. this.getViewMatrix();
  24150. return this._worldMatrix;
  24151. };
  24152. /** @hidden */
  24153. Camera.prototype._getViewMatrix = function () {
  24154. return BABYLON.Matrix.Identity();
  24155. };
  24156. /**
  24157. * Gets the current view matrix of the camera.
  24158. * @param force forces the camera to recompute the matrix without looking at the cached state
  24159. * @returns the view matrix
  24160. */
  24161. Camera.prototype.getViewMatrix = function (force) {
  24162. if (!force && this._isSynchronizedViewMatrix()) {
  24163. return this._computedViewMatrix;
  24164. }
  24165. this.updateCache();
  24166. this._computedViewMatrix = this._getViewMatrix();
  24167. this._currentRenderId = this.getScene().getRenderId();
  24168. this._childRenderId = this._currentRenderId;
  24169. this._refreshFrustumPlanes = true;
  24170. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24171. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24172. }
  24173. this.onViewMatrixChangedObservable.notifyObservers(this);
  24174. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24175. return this._computedViewMatrix;
  24176. };
  24177. /**
  24178. * Freeze the projection matrix.
  24179. * It will prevent the cache check of the camera projection compute and can speed up perf
  24180. * if no parameter of the camera are meant to change
  24181. * @param projection Defines manually a projection if necessary
  24182. */
  24183. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24184. this._doNotComputeProjectionMatrix = true;
  24185. if (projection !== undefined) {
  24186. this._projectionMatrix = projection;
  24187. }
  24188. };
  24189. /**
  24190. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24191. */
  24192. Camera.prototype.unfreezeProjectionMatrix = function () {
  24193. this._doNotComputeProjectionMatrix = false;
  24194. };
  24195. /**
  24196. * Gets the current projection matrix of the camera.
  24197. * @param force forces the camera to recompute the matrix without looking at the cached state
  24198. * @returns the projection matrix
  24199. */
  24200. Camera.prototype.getProjectionMatrix = function (force) {
  24201. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24202. return this._projectionMatrix;
  24203. }
  24204. // Cache
  24205. this._cache.mode = this.mode;
  24206. this._cache.minZ = this.minZ;
  24207. this._cache.maxZ = this.maxZ;
  24208. // Matrix
  24209. this._refreshFrustumPlanes = true;
  24210. var engine = this.getEngine();
  24211. var scene = this.getScene();
  24212. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24213. this._cache.fov = this.fov;
  24214. this._cache.fovMode = this.fovMode;
  24215. this._cache.aspectRatio = engine.getAspectRatio(this);
  24216. if (this.minZ <= 0) {
  24217. this.minZ = 0.1;
  24218. }
  24219. if (scene.useRightHandedSystem) {
  24220. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24221. }
  24222. else {
  24223. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24224. }
  24225. }
  24226. else {
  24227. var halfWidth = engine.getRenderWidth() / 2.0;
  24228. var halfHeight = engine.getRenderHeight() / 2.0;
  24229. if (scene.useRightHandedSystem) {
  24230. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24231. }
  24232. else {
  24233. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24234. }
  24235. this._cache.orthoLeft = this.orthoLeft;
  24236. this._cache.orthoRight = this.orthoRight;
  24237. this._cache.orthoBottom = this.orthoBottom;
  24238. this._cache.orthoTop = this.orthoTop;
  24239. this._cache.renderWidth = engine.getRenderWidth();
  24240. this._cache.renderHeight = engine.getRenderHeight();
  24241. }
  24242. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24243. return this._projectionMatrix;
  24244. };
  24245. /**
  24246. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24247. * @returns a Matrix
  24248. */
  24249. Camera.prototype.getTransformationMatrix = function () {
  24250. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24251. return this._transformMatrix;
  24252. };
  24253. Camera.prototype._updateFrustumPlanes = function () {
  24254. if (!this._refreshFrustumPlanes) {
  24255. return;
  24256. }
  24257. this.getTransformationMatrix();
  24258. if (!this._frustumPlanes) {
  24259. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24260. }
  24261. else {
  24262. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24263. }
  24264. this._refreshFrustumPlanes = false;
  24265. };
  24266. /**
  24267. * Checks if a cullable object (mesh...) is in the camera frustum
  24268. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24269. * @param target The object to check
  24270. * @returns true if the object is in frustum otherwise false
  24271. */
  24272. Camera.prototype.isInFrustum = function (target) {
  24273. this._updateFrustumPlanes();
  24274. return target.isInFrustum(this._frustumPlanes);
  24275. };
  24276. /**
  24277. * Checks if a cullable object (mesh...) is in the camera frustum
  24278. * Unlike isInFrustum this cheks the full bounding box
  24279. * @param target The object to check
  24280. * @returns true if the object is in frustum otherwise false
  24281. */
  24282. Camera.prototype.isCompletelyInFrustum = function (target) {
  24283. this._updateFrustumPlanes();
  24284. return target.isCompletelyInFrustum(this._frustumPlanes);
  24285. };
  24286. /**
  24287. * Gets a ray in the forward direction from the camera.
  24288. * @param length Defines the length of the ray to create
  24289. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24290. * @param origin Defines the start point of the ray which defaults to the camera position
  24291. * @returns the forward ray
  24292. */
  24293. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24294. if (length === void 0) { length = 100; }
  24295. if (!transform) {
  24296. transform = this.getWorldMatrix();
  24297. }
  24298. if (!origin) {
  24299. origin = this.position;
  24300. }
  24301. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24302. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24303. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24304. return new BABYLON.Ray(origin, direction, length);
  24305. };
  24306. /**
  24307. * Releases resources associated with this node.
  24308. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24309. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24310. */
  24311. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24312. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24313. // Observables
  24314. this.onViewMatrixChangedObservable.clear();
  24315. this.onProjectionMatrixChangedObservable.clear();
  24316. this.onAfterCheckInputsObservable.clear();
  24317. this.onRestoreStateObservable.clear();
  24318. // Inputs
  24319. if (this.inputs) {
  24320. this.inputs.clear();
  24321. }
  24322. // Animations
  24323. this.getScene().stopAnimation(this);
  24324. // Remove from scene
  24325. this.getScene().removeCamera(this);
  24326. while (this._rigCameras.length > 0) {
  24327. var camera = this._rigCameras.pop();
  24328. if (camera) {
  24329. camera.dispose();
  24330. }
  24331. }
  24332. // Postprocesses
  24333. if (this._rigPostProcess) {
  24334. this._rigPostProcess.dispose(this);
  24335. this._rigPostProcess = null;
  24336. this._postProcesses = [];
  24337. }
  24338. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24339. this._rigPostProcess = null;
  24340. this._postProcesses = [];
  24341. }
  24342. else {
  24343. var i = this._postProcesses.length;
  24344. while (--i >= 0) {
  24345. var postProcess = this._postProcesses[i];
  24346. if (postProcess) {
  24347. postProcess.dispose(this);
  24348. }
  24349. }
  24350. }
  24351. // Render targets
  24352. var i = this.customRenderTargets.length;
  24353. while (--i >= 0) {
  24354. this.customRenderTargets[i].dispose();
  24355. }
  24356. this.customRenderTargets = [];
  24357. // Active Meshes
  24358. this._activeMeshes.dispose();
  24359. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24360. };
  24361. Object.defineProperty(Camera.prototype, "leftCamera", {
  24362. /**
  24363. * Gets the left camera of a rig setup in case of Rigged Camera
  24364. */
  24365. get: function () {
  24366. if (this._rigCameras.length < 1) {
  24367. return null;
  24368. }
  24369. return this._rigCameras[0];
  24370. },
  24371. enumerable: true,
  24372. configurable: true
  24373. });
  24374. Object.defineProperty(Camera.prototype, "rightCamera", {
  24375. /**
  24376. * Gets the right camera of a rig setup in case of Rigged Camera
  24377. */
  24378. get: function () {
  24379. if (this._rigCameras.length < 2) {
  24380. return null;
  24381. }
  24382. return this._rigCameras[1];
  24383. },
  24384. enumerable: true,
  24385. configurable: true
  24386. });
  24387. /**
  24388. * Gets the left camera target of a rig setup in case of Rigged Camera
  24389. * @returns the target position
  24390. */
  24391. Camera.prototype.getLeftTarget = function () {
  24392. if (this._rigCameras.length < 1) {
  24393. return null;
  24394. }
  24395. return this._rigCameras[0].getTarget();
  24396. };
  24397. /**
  24398. * Gets the right camera target of a rig setup in case of Rigged Camera
  24399. * @returns the target position
  24400. */
  24401. Camera.prototype.getRightTarget = function () {
  24402. if (this._rigCameras.length < 2) {
  24403. return null;
  24404. }
  24405. return this._rigCameras[1].getTarget();
  24406. };
  24407. /**
  24408. * @hidden
  24409. */
  24410. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24411. if (this.cameraRigMode === mode) {
  24412. return;
  24413. }
  24414. while (this._rigCameras.length > 0) {
  24415. var camera = this._rigCameras.pop();
  24416. if (camera) {
  24417. camera.dispose();
  24418. }
  24419. }
  24420. this.cameraRigMode = mode;
  24421. this._cameraRigParams = {};
  24422. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24423. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24424. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24425. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24426. // create the rig cameras, unless none
  24427. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24428. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24429. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24430. if (leftCamera && rightCamera) {
  24431. this._rigCameras.push(leftCamera);
  24432. this._rigCameras.push(rightCamera);
  24433. }
  24434. }
  24435. switch (this.cameraRigMode) {
  24436. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24437. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24438. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24439. break;
  24440. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24441. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24442. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24443. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24444. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24445. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24446. break;
  24447. case Camera.RIG_MODE_VR:
  24448. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24449. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24450. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24451. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24452. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24453. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24454. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24455. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24456. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24457. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24458. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24459. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24460. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24461. if (metrics.compensateDistortion) {
  24462. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24463. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24464. }
  24465. break;
  24466. case Camera.RIG_MODE_WEBVR:
  24467. if (rigParams.vrDisplay) {
  24468. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24469. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24470. //Left eye
  24471. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24472. this._rigCameras[0].setCameraRigParameter("left", true);
  24473. //leaving this for future reference
  24474. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24475. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24476. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24477. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24478. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24479. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24480. this._rigCameras[0].parent = this;
  24481. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24482. //Right eye
  24483. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24484. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24485. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24486. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24487. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24488. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24489. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24490. this._rigCameras[1].parent = this;
  24491. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24492. if (Camera.UseAlternateWebVRRendering) {
  24493. this._rigCameras[1]._skipRendering = true;
  24494. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24495. }
  24496. }
  24497. break;
  24498. }
  24499. this._cascadePostProcessesToRigCams();
  24500. this.update();
  24501. };
  24502. Camera.prototype._getVRProjectionMatrix = function () {
  24503. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24504. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24505. return this._projectionMatrix;
  24506. };
  24507. Camera.prototype._updateCameraRotationMatrix = function () {
  24508. //Here for WebVR
  24509. };
  24510. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24511. //Here for WebVR
  24512. };
  24513. /**
  24514. * This function MUST be overwritten by the different WebVR cameras available.
  24515. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24516. */
  24517. Camera.prototype._getWebVRProjectionMatrix = function () {
  24518. return BABYLON.Matrix.Identity();
  24519. };
  24520. /**
  24521. * This function MUST be overwritten by the different WebVR cameras available.
  24522. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24523. */
  24524. Camera.prototype._getWebVRViewMatrix = function () {
  24525. return BABYLON.Matrix.Identity();
  24526. };
  24527. /** @hidden */
  24528. Camera.prototype.setCameraRigParameter = function (name, value) {
  24529. if (!this._cameraRigParams) {
  24530. this._cameraRigParams = {};
  24531. }
  24532. this._cameraRigParams[name] = value;
  24533. //provisionnally:
  24534. if (name === "interaxialDistance") {
  24535. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24536. }
  24537. };
  24538. /**
  24539. * needs to be overridden by children so sub has required properties to be copied
  24540. * @hidden
  24541. */
  24542. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24543. return null;
  24544. };
  24545. /**
  24546. * May need to be overridden by children
  24547. * @hidden
  24548. */
  24549. Camera.prototype._updateRigCameras = function () {
  24550. for (var i = 0; i < this._rigCameras.length; i++) {
  24551. this._rigCameras[i].minZ = this.minZ;
  24552. this._rigCameras[i].maxZ = this.maxZ;
  24553. this._rigCameras[i].fov = this.fov;
  24554. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24555. }
  24556. // only update viewport when ANAGLYPH
  24557. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24558. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24559. }
  24560. };
  24561. /** @hidden */
  24562. Camera.prototype._setupInputs = function () {
  24563. };
  24564. /**
  24565. * Serialiaze the camera setup to a json represention
  24566. * @returns the JSON representation
  24567. */
  24568. Camera.prototype.serialize = function () {
  24569. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24570. // Type
  24571. serializationObject.type = this.getClassName();
  24572. // Parent
  24573. if (this.parent) {
  24574. serializationObject.parentId = this.parent.id;
  24575. }
  24576. if (this.inputs) {
  24577. this.inputs.serialize(serializationObject);
  24578. }
  24579. // Animations
  24580. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24581. serializationObject.ranges = this.serializeAnimationRanges();
  24582. return serializationObject;
  24583. };
  24584. /**
  24585. * Clones the current camera.
  24586. * @param name The cloned camera name
  24587. * @returns the cloned camera
  24588. */
  24589. Camera.prototype.clone = function (name) {
  24590. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24591. };
  24592. /**
  24593. * Gets the direction of the camera relative to a given local axis.
  24594. * @param localAxis Defines the reference axis to provide a relative direction.
  24595. * @return the direction
  24596. */
  24597. Camera.prototype.getDirection = function (localAxis) {
  24598. var result = BABYLON.Vector3.Zero();
  24599. this.getDirectionToRef(localAxis, result);
  24600. return result;
  24601. };
  24602. /**
  24603. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24604. * @param localAxis Defines the reference axis to provide a relative direction.
  24605. * @param result Defines the vector to store the result in
  24606. */
  24607. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24608. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24609. };
  24610. /**
  24611. * Gets a camera constructor for a given camera type
  24612. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24613. * @param name The name of the camera the result will be able to instantiate
  24614. * @param scene The scene the result will construct the camera in
  24615. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24616. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24617. * @returns a factory method to construc the camera
  24618. */
  24619. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24620. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24621. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24622. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24623. interaxial_distance: interaxial_distance,
  24624. isStereoscopicSideBySide: isStereoscopicSideBySide
  24625. });
  24626. if (constructorFunc) {
  24627. return constructorFunc;
  24628. }
  24629. // Default to universal camera
  24630. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24631. };
  24632. /**
  24633. * Compute the world matrix of the camera.
  24634. * @returns the camera workd matrix
  24635. */
  24636. Camera.prototype.computeWorldMatrix = function () {
  24637. return this.getWorldMatrix();
  24638. };
  24639. /**
  24640. * Parse a JSON and creates the camera from the parsed information
  24641. * @param parsedCamera The JSON to parse
  24642. * @param scene The scene to instantiate the camera in
  24643. * @returns the newly constructed camera
  24644. */
  24645. Camera.Parse = function (parsedCamera, scene) {
  24646. var type = parsedCamera.type;
  24647. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24648. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24649. // Parent
  24650. if (parsedCamera.parentId) {
  24651. camera._waitingParentId = parsedCamera.parentId;
  24652. }
  24653. //If camera has an input manager, let it parse inputs settings
  24654. if (camera.inputs) {
  24655. camera.inputs.parse(parsedCamera);
  24656. camera._setupInputs();
  24657. }
  24658. if (camera.setPosition) { // need to force position
  24659. camera.position.copyFromFloats(0, 0, 0);
  24660. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24661. }
  24662. // Target
  24663. if (parsedCamera.target) {
  24664. if (camera.setTarget) {
  24665. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24666. }
  24667. }
  24668. // Apply 3d rig, when found
  24669. if (parsedCamera.cameraRigMode) {
  24670. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24671. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24672. }
  24673. // Animations
  24674. if (parsedCamera.animations) {
  24675. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24676. var parsedAnimation = parsedCamera.animations[animationIndex];
  24677. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24678. }
  24679. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24680. }
  24681. if (parsedCamera.autoAnimate) {
  24682. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24683. }
  24684. return camera;
  24685. };
  24686. /**
  24687. * This is the default projection mode used by the cameras.
  24688. * It helps recreating a feeling of perspective and better appreciate depth.
  24689. * This is the best way to simulate real life cameras.
  24690. */
  24691. Camera.PERSPECTIVE_CAMERA = 0;
  24692. /**
  24693. * This helps creating camera with an orthographic mode.
  24694. * 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.
  24695. */
  24696. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24697. /**
  24698. * This is the default FOV mode for perspective cameras.
  24699. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24700. */
  24701. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24702. /**
  24703. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24704. */
  24705. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24706. /**
  24707. * This specifies ther is no need for a camera rig.
  24708. * Basically only one eye is rendered corresponding to the camera.
  24709. */
  24710. Camera.RIG_MODE_NONE = 0;
  24711. /**
  24712. * Simulates a camera Rig with one blue eye and one red eye.
  24713. * This can be use with 3d blue and red glasses.
  24714. */
  24715. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24716. /**
  24717. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24718. */
  24719. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24720. /**
  24721. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24722. */
  24723. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24724. /**
  24725. * Defines that both eyes of the camera will be rendered over under each other.
  24726. */
  24727. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24728. /**
  24729. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24730. */
  24731. Camera.RIG_MODE_VR = 20;
  24732. /**
  24733. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24734. */
  24735. Camera.RIG_MODE_WEBVR = 21;
  24736. /**
  24737. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24738. */
  24739. Camera.RIG_MODE_CUSTOM = 22;
  24740. /**
  24741. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24742. */
  24743. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24744. /**
  24745. * @hidden
  24746. * Might be removed once multiview will be a thing
  24747. */
  24748. Camera.UseAlternateWebVRRendering = false;
  24749. __decorate([
  24750. BABYLON.serializeAsVector3()
  24751. ], Camera.prototype, "position", void 0);
  24752. __decorate([
  24753. BABYLON.serializeAsVector3()
  24754. ], Camera.prototype, "upVector", void 0);
  24755. __decorate([
  24756. BABYLON.serialize()
  24757. ], Camera.prototype, "orthoLeft", void 0);
  24758. __decorate([
  24759. BABYLON.serialize()
  24760. ], Camera.prototype, "orthoRight", void 0);
  24761. __decorate([
  24762. BABYLON.serialize()
  24763. ], Camera.prototype, "orthoBottom", void 0);
  24764. __decorate([
  24765. BABYLON.serialize()
  24766. ], Camera.prototype, "orthoTop", void 0);
  24767. __decorate([
  24768. BABYLON.serialize()
  24769. ], Camera.prototype, "fov", void 0);
  24770. __decorate([
  24771. BABYLON.serialize()
  24772. ], Camera.prototype, "minZ", void 0);
  24773. __decorate([
  24774. BABYLON.serialize()
  24775. ], Camera.prototype, "maxZ", void 0);
  24776. __decorate([
  24777. BABYLON.serialize()
  24778. ], Camera.prototype, "inertia", void 0);
  24779. __decorate([
  24780. BABYLON.serialize()
  24781. ], Camera.prototype, "mode", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "layerMask", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "fovMode", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "cameraRigMode", void 0);
  24791. __decorate([
  24792. BABYLON.serialize()
  24793. ], Camera.prototype, "interaxialDistance", void 0);
  24794. __decorate([
  24795. BABYLON.serialize()
  24796. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24797. return Camera;
  24798. }(BABYLON.Node));
  24799. BABYLON.Camera = Camera;
  24800. })(BABYLON || (BABYLON = {}));
  24801. //# sourceMappingURL=babylon.camera.js.map
  24802. var BABYLON;
  24803. (function (BABYLON) {
  24804. /**
  24805. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24806. * It is enable to manage the different groups as well as the different necessary sort functions.
  24807. * This should not be used directly aside of the few static configurations
  24808. */
  24809. var RenderingManager = /** @class */ (function () {
  24810. /**
  24811. * Instantiates a new rendering group for a particular scene
  24812. * @param scene Defines the scene the groups belongs to
  24813. */
  24814. function RenderingManager(scene) {
  24815. /**
  24816. * @hidden
  24817. */
  24818. this._useSceneAutoClearSetup = false;
  24819. this._renderingGroups = new Array();
  24820. this._autoClearDepthStencil = {};
  24821. this._customOpaqueSortCompareFn = {};
  24822. this._customAlphaTestSortCompareFn = {};
  24823. this._customTransparentSortCompareFn = {};
  24824. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24825. this._scene = scene;
  24826. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24827. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24828. }
  24829. }
  24830. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24831. if (depth === void 0) { depth = true; }
  24832. if (stencil === void 0) { stencil = true; }
  24833. if (this._depthStencilBufferAlreadyCleaned) {
  24834. return;
  24835. }
  24836. this._scene.getEngine().clear(null, false, depth, stencil);
  24837. this._depthStencilBufferAlreadyCleaned = true;
  24838. };
  24839. /**
  24840. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24841. * @hidden
  24842. */
  24843. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24844. // Update the observable context (not null as it only goes away on dispose)
  24845. var info = this._renderingGroupInfo;
  24846. info.scene = this._scene;
  24847. info.camera = this._scene.activeCamera;
  24848. // Dispatch sprites
  24849. if (this._scene.spriteManagers && renderSprites) {
  24850. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24851. var manager = this._scene.spriteManagers[index];
  24852. this.dispatchSprites(manager);
  24853. }
  24854. }
  24855. // Render
  24856. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24857. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24858. var renderingGroup = this._renderingGroups[index];
  24859. if (!renderingGroup) {
  24860. continue;
  24861. }
  24862. var renderingGroupMask = Math.pow(2, index);
  24863. info.renderingGroupId = index;
  24864. // Before Observable
  24865. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24866. // Clear depth/stencil if needed
  24867. if (RenderingManager.AUTOCLEAR) {
  24868. var autoClear = this._useSceneAutoClearSetup ?
  24869. this._scene.getAutoClearDepthStencilSetup(index) :
  24870. this._autoClearDepthStencil[index];
  24871. if (autoClear && autoClear.autoClear) {
  24872. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24873. }
  24874. }
  24875. // Render
  24876. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24877. var step = _a[_i];
  24878. step.action(index);
  24879. }
  24880. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24881. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24882. var step = _c[_b];
  24883. step.action(index);
  24884. }
  24885. // After Observable
  24886. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24887. }
  24888. };
  24889. /**
  24890. * Resets the different information of the group to prepare a new frame
  24891. * @hidden
  24892. */
  24893. RenderingManager.prototype.reset = function () {
  24894. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24895. var renderingGroup = this._renderingGroups[index];
  24896. if (renderingGroup) {
  24897. renderingGroup.prepare();
  24898. }
  24899. }
  24900. };
  24901. /**
  24902. * Dispose and release the group and its associated resources.
  24903. * @hidden
  24904. */
  24905. RenderingManager.prototype.dispose = function () {
  24906. this.freeRenderingGroups();
  24907. this._renderingGroups.length = 0;
  24908. this._renderingGroupInfo = null;
  24909. };
  24910. /**
  24911. * Clear the info related to rendering groups preventing retention points during dispose.
  24912. */
  24913. RenderingManager.prototype.freeRenderingGroups = function () {
  24914. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24915. var renderingGroup = this._renderingGroups[index];
  24916. if (renderingGroup) {
  24917. renderingGroup.dispose();
  24918. }
  24919. }
  24920. };
  24921. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24922. if (this._renderingGroups[renderingGroupId] === undefined) {
  24923. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24924. }
  24925. };
  24926. /**
  24927. * Add a sprite manager to the rendering manager in order to render it this frame.
  24928. * @param spriteManager Define the sprite manager to render
  24929. */
  24930. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24931. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24932. this._prepareRenderingGroup(renderingGroupId);
  24933. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24934. };
  24935. /**
  24936. * Add a particle system to the rendering manager in order to render it this frame.
  24937. * @param particleSystem Define the particle system to render
  24938. */
  24939. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24940. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24941. this._prepareRenderingGroup(renderingGroupId);
  24942. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24943. };
  24944. /**
  24945. * Add a submesh to the manager in order to render it this frame
  24946. * @param subMesh The submesh to dispatch
  24947. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24948. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24949. */
  24950. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24951. if (mesh === undefined) {
  24952. mesh = subMesh.getMesh();
  24953. }
  24954. var renderingGroupId = mesh.renderingGroupId || 0;
  24955. this._prepareRenderingGroup(renderingGroupId);
  24956. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24957. };
  24958. /**
  24959. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24960. * This allowed control for front to back rendering or reversly depending of the special needs.
  24961. *
  24962. * @param renderingGroupId The rendering group id corresponding to its index
  24963. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24964. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24965. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24966. */
  24967. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24968. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24969. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24970. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24971. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24972. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24973. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24974. if (this._renderingGroups[renderingGroupId]) {
  24975. var group = this._renderingGroups[renderingGroupId];
  24976. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24977. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24978. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24979. }
  24980. };
  24981. /**
  24982. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24983. *
  24984. * @param renderingGroupId The rendering group id corresponding to its index
  24985. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24986. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24987. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24988. */
  24989. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24990. if (depth === void 0) { depth = true; }
  24991. if (stencil === void 0) { stencil = true; }
  24992. this._autoClearDepthStencil[renderingGroupId] = {
  24993. autoClear: autoClearDepthStencil,
  24994. depth: depth,
  24995. stencil: stencil
  24996. };
  24997. };
  24998. /**
  24999. * Gets the current auto clear configuration for one rendering group of the rendering
  25000. * manager.
  25001. * @param index the rendering group index to get the information for
  25002. * @returns The auto clear setup for the requested rendering group
  25003. */
  25004. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25005. return this._autoClearDepthStencil[index];
  25006. };
  25007. /**
  25008. * The max id used for rendering groups (not included)
  25009. */
  25010. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25011. /**
  25012. * The min id used for rendering groups (included)
  25013. */
  25014. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25015. /**
  25016. * Used to globally prevent autoclearing scenes.
  25017. */
  25018. RenderingManager.AUTOCLEAR = true;
  25019. return RenderingManager;
  25020. }());
  25021. BABYLON.RenderingManager = RenderingManager;
  25022. })(BABYLON || (BABYLON = {}));
  25023. //# sourceMappingURL=babylon.renderingManager.js.map
  25024. var BABYLON;
  25025. (function (BABYLON) {
  25026. /**
  25027. * This represents the object necessary to create a rendering group.
  25028. * This is exclusively used and created by the rendering manager.
  25029. * To modify the behavior, you use the available helpers in your scene or meshes.
  25030. * @hidden
  25031. */
  25032. var RenderingGroup = /** @class */ (function () {
  25033. /**
  25034. * Creates a new rendering group.
  25035. * @param index The rendering group index
  25036. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25037. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25038. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25039. */
  25040. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25041. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25042. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25043. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25044. this.index = index;
  25045. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25046. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25047. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25048. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25049. this._particleSystems = new BABYLON.SmartArray(256);
  25050. this._spriteManagers = new BABYLON.SmartArray(256);
  25051. this._edgesRenderers = new BABYLON.SmartArray(16);
  25052. this._scene = scene;
  25053. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25054. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25055. this.transparentSortCompareFn = transparentSortCompareFn;
  25056. }
  25057. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25058. /**
  25059. * Set the opaque sort comparison function.
  25060. * If null the sub meshes will be render in the order they were created
  25061. */
  25062. set: function (value) {
  25063. this._opaqueSortCompareFn = value;
  25064. if (value) {
  25065. this._renderOpaque = this.renderOpaqueSorted;
  25066. }
  25067. else {
  25068. this._renderOpaque = RenderingGroup.renderUnsorted;
  25069. }
  25070. },
  25071. enumerable: true,
  25072. configurable: true
  25073. });
  25074. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25075. /**
  25076. * Set the alpha test sort comparison function.
  25077. * If null the sub meshes will be render in the order they were created
  25078. */
  25079. set: function (value) {
  25080. this._alphaTestSortCompareFn = value;
  25081. if (value) {
  25082. this._renderAlphaTest = this.renderAlphaTestSorted;
  25083. }
  25084. else {
  25085. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25086. }
  25087. },
  25088. enumerable: true,
  25089. configurable: true
  25090. });
  25091. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25092. /**
  25093. * Set the transparent sort comparison function.
  25094. * If null the sub meshes will be render in the order they were created
  25095. */
  25096. set: function (value) {
  25097. if (value) {
  25098. this._transparentSortCompareFn = value;
  25099. }
  25100. else {
  25101. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25102. }
  25103. this._renderTransparent = this.renderTransparentSorted;
  25104. },
  25105. enumerable: true,
  25106. configurable: true
  25107. });
  25108. /**
  25109. * Render all the sub meshes contained in the group.
  25110. * @param customRenderFunction Used to override the default render behaviour of the group.
  25111. * @returns true if rendered some submeshes.
  25112. */
  25113. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25114. if (customRenderFunction) {
  25115. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25116. return;
  25117. }
  25118. var engine = this._scene.getEngine();
  25119. // Depth only
  25120. if (this._depthOnlySubMeshes.length !== 0) {
  25121. engine.setColorWrite(false);
  25122. this._renderAlphaTest(this._depthOnlySubMeshes);
  25123. engine.setColorWrite(true);
  25124. }
  25125. // Opaque
  25126. if (this._opaqueSubMeshes.length !== 0) {
  25127. this._renderOpaque(this._opaqueSubMeshes);
  25128. }
  25129. // Alpha test
  25130. if (this._alphaTestSubMeshes.length !== 0) {
  25131. this._renderAlphaTest(this._alphaTestSubMeshes);
  25132. }
  25133. var stencilState = engine.getStencilBuffer();
  25134. engine.setStencilBuffer(false);
  25135. // Sprites
  25136. if (renderSprites) {
  25137. this._renderSprites();
  25138. }
  25139. // Particles
  25140. if (renderParticles) {
  25141. this._renderParticles(activeMeshes);
  25142. }
  25143. if (this.onBeforeTransparentRendering) {
  25144. this.onBeforeTransparentRendering();
  25145. }
  25146. // Transparent
  25147. if (this._transparentSubMeshes.length !== 0) {
  25148. this._renderTransparent(this._transparentSubMeshes);
  25149. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25150. }
  25151. // Set back stencil to false in case it changes before the edge renderer.
  25152. engine.setStencilBuffer(false);
  25153. // Edges
  25154. if (this._edgesRenderers.length) {
  25155. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25156. this._edgesRenderers.data[edgesRendererIndex].render();
  25157. }
  25158. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25159. }
  25160. // Restore Stencil state.
  25161. engine.setStencilBuffer(stencilState);
  25162. };
  25163. /**
  25164. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25165. * @param subMeshes The submeshes to render
  25166. */
  25167. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25168. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25169. };
  25170. /**
  25171. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25172. * @param subMeshes The submeshes to render
  25173. */
  25174. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25175. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25176. };
  25177. /**
  25178. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25179. * @param subMeshes The submeshes to render
  25180. */
  25181. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25182. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25183. };
  25184. /**
  25185. * Renders the submeshes in a specified order.
  25186. * @param subMeshes The submeshes to sort before render
  25187. * @param sortCompareFn The comparison function use to sort
  25188. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25189. * @param transparent Specifies to activate blending if true
  25190. */
  25191. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25192. var subIndex = 0;
  25193. var subMesh;
  25194. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25195. for (; subIndex < subMeshes.length; subIndex++) {
  25196. subMesh = subMeshes.data[subIndex];
  25197. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25198. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25199. }
  25200. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25201. if (sortCompareFn) {
  25202. sortedArray.sort(sortCompareFn);
  25203. }
  25204. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25205. subMesh = sortedArray[subIndex];
  25206. if (transparent) {
  25207. var material = subMesh.getMaterial();
  25208. if (material && material.needDepthPrePass) {
  25209. var engine = material.getScene().getEngine();
  25210. engine.setColorWrite(false);
  25211. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25212. subMesh.render(false);
  25213. engine.setColorWrite(true);
  25214. }
  25215. }
  25216. subMesh.render(transparent);
  25217. }
  25218. };
  25219. /**
  25220. * Renders the submeshes in the order they were dispatched (no sort applied).
  25221. * @param subMeshes The submeshes to render
  25222. */
  25223. RenderingGroup.renderUnsorted = function (subMeshes) {
  25224. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25225. var submesh = subMeshes.data[subIndex];
  25226. submesh.render(false);
  25227. }
  25228. };
  25229. /**
  25230. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25231. * are rendered back to front if in the same alpha index.
  25232. *
  25233. * @param a The first submesh
  25234. * @param b The second submesh
  25235. * @returns The result of the comparison
  25236. */
  25237. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25238. // Alpha index first
  25239. if (a._alphaIndex > b._alphaIndex) {
  25240. return 1;
  25241. }
  25242. if (a._alphaIndex < b._alphaIndex) {
  25243. return -1;
  25244. }
  25245. // Then distance to camera
  25246. return RenderingGroup.backToFrontSortCompare(a, b);
  25247. };
  25248. /**
  25249. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25250. * are rendered back to front.
  25251. *
  25252. * @param a The first submesh
  25253. * @param b The second submesh
  25254. * @returns The result of the comparison
  25255. */
  25256. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25257. // Then distance to camera
  25258. if (a._distanceToCamera < b._distanceToCamera) {
  25259. return 1;
  25260. }
  25261. if (a._distanceToCamera > b._distanceToCamera) {
  25262. return -1;
  25263. }
  25264. return 0;
  25265. };
  25266. /**
  25267. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25268. * are rendered front to back (prevent overdraw).
  25269. *
  25270. * @param a The first submesh
  25271. * @param b The second submesh
  25272. * @returns The result of the comparison
  25273. */
  25274. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25275. // Then distance to camera
  25276. if (a._distanceToCamera < b._distanceToCamera) {
  25277. return -1;
  25278. }
  25279. if (a._distanceToCamera > b._distanceToCamera) {
  25280. return 1;
  25281. }
  25282. return 0;
  25283. };
  25284. /**
  25285. * Resets the different lists of submeshes to prepare a new frame.
  25286. */
  25287. RenderingGroup.prototype.prepare = function () {
  25288. this._opaqueSubMeshes.reset();
  25289. this._transparentSubMeshes.reset();
  25290. this._alphaTestSubMeshes.reset();
  25291. this._depthOnlySubMeshes.reset();
  25292. this._particleSystems.reset();
  25293. this._spriteManagers.reset();
  25294. this._edgesRenderers.reset();
  25295. };
  25296. RenderingGroup.prototype.dispose = function () {
  25297. this._opaqueSubMeshes.dispose();
  25298. this._transparentSubMeshes.dispose();
  25299. this._alphaTestSubMeshes.dispose();
  25300. this._depthOnlySubMeshes.dispose();
  25301. this._particleSystems.dispose();
  25302. this._spriteManagers.dispose();
  25303. this._edgesRenderers.dispose();
  25304. };
  25305. /**
  25306. * Inserts the submesh in its correct queue depending on its material.
  25307. * @param subMesh The submesh to dispatch
  25308. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25309. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25310. */
  25311. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25312. // Get mesh and materials if not provided
  25313. if (mesh === undefined) {
  25314. mesh = subMesh.getMesh();
  25315. }
  25316. if (material === undefined) {
  25317. material = subMesh.getMaterial();
  25318. }
  25319. if (material === null || material === undefined) {
  25320. return;
  25321. }
  25322. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25323. this._transparentSubMeshes.push(subMesh);
  25324. }
  25325. else if (material.needAlphaTesting()) { // Alpha test
  25326. if (material.needDepthPrePass) {
  25327. this._depthOnlySubMeshes.push(subMesh);
  25328. }
  25329. this._alphaTestSubMeshes.push(subMesh);
  25330. }
  25331. else {
  25332. if (material.needDepthPrePass) {
  25333. this._depthOnlySubMeshes.push(subMesh);
  25334. }
  25335. this._opaqueSubMeshes.push(subMesh); // Opaque
  25336. }
  25337. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25338. this._edgesRenderers.push(mesh._edgesRenderer);
  25339. }
  25340. };
  25341. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25342. this._spriteManagers.push(spriteManager);
  25343. };
  25344. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25345. this._particleSystems.push(particleSystem);
  25346. };
  25347. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25348. if (this._particleSystems.length === 0) {
  25349. return;
  25350. }
  25351. // Particles
  25352. var activeCamera = this._scene.activeCamera;
  25353. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25354. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25355. var particleSystem = this._particleSystems.data[particleIndex];
  25356. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25357. continue;
  25358. }
  25359. var emitter = particleSystem.emitter;
  25360. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25361. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25362. }
  25363. }
  25364. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25365. };
  25366. RenderingGroup.prototype._renderSprites = function () {
  25367. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25368. return;
  25369. }
  25370. // Sprites
  25371. var activeCamera = this._scene.activeCamera;
  25372. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25373. for (var id = 0; id < this._spriteManagers.length; id++) {
  25374. var spriteManager = this._spriteManagers.data[id];
  25375. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25376. spriteManager.render();
  25377. }
  25378. }
  25379. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25380. };
  25381. return RenderingGroup;
  25382. }());
  25383. BABYLON.RenderingGroup = RenderingGroup;
  25384. })(BABYLON || (BABYLON = {}));
  25385. //# sourceMappingURL=babylon.renderingGroup.js.map
  25386. var BABYLON;
  25387. (function (BABYLON) {
  25388. /**
  25389. * Groups all the scene component constants in one place to ease maintenance.
  25390. * @hidden
  25391. */
  25392. var SceneComponentConstants = /** @class */ (function () {
  25393. function SceneComponentConstants() {
  25394. }
  25395. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25396. SceneComponentConstants.NAME_LAYER = "Layer";
  25397. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25398. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25399. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25400. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25401. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25402. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25403. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25404. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25405. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25406. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25407. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25408. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25409. SceneComponentConstants.NAME_OCTREE = "Octree";
  25410. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25411. SceneComponentConstants.NAME_AUDIO = "Audio";
  25412. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25413. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25414. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25415. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25416. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25417. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25418. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25419. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25420. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25421. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25422. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25423. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25424. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25425. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25426. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25427. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25428. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25429. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25430. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25431. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25432. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25433. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25434. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25435. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25436. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25437. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25438. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25439. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25440. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25441. return SceneComponentConstants;
  25442. }());
  25443. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25444. /**
  25445. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25446. * @hidden
  25447. */
  25448. var Stage = /** @class */ (function (_super) {
  25449. __extends(Stage, _super);
  25450. /**
  25451. * Hide ctor from the rest of the world.
  25452. * @param items The items to add.
  25453. */
  25454. function Stage(items) {
  25455. return _super.apply(this, items) || this;
  25456. }
  25457. /**
  25458. * Creates a new Stage.
  25459. * @returns A new instance of a Stage
  25460. */
  25461. Stage.Create = function () {
  25462. return Object.create(Stage.prototype);
  25463. };
  25464. /**
  25465. * Registers a step in an ordered way in the targeted stage.
  25466. * @param index Defines the position to register the step in
  25467. * @param component Defines the component attached to the step
  25468. * @param action Defines the action to launch during the step
  25469. */
  25470. Stage.prototype.registerStep = function (index, component, action) {
  25471. var i = 0;
  25472. var maxIndex = Number.MAX_VALUE;
  25473. for (; i < this.length; i++) {
  25474. var step = this[i];
  25475. maxIndex = step.index;
  25476. if (index < maxIndex) {
  25477. break;
  25478. }
  25479. }
  25480. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25481. };
  25482. /**
  25483. * Clears all the steps from the stage.
  25484. */
  25485. Stage.prototype.clear = function () {
  25486. this.length = 0;
  25487. };
  25488. return Stage;
  25489. }(Array));
  25490. BABYLON.Stage = Stage;
  25491. })(BABYLON || (BABYLON = {}));
  25492. //# sourceMappingURL=babylon.sceneComponent.js.map
  25493. var BABYLON;
  25494. (function (BABYLON) {
  25495. /**
  25496. * Base class of the scene acting as a container for the different elements composing a scene.
  25497. * This class is dynamically extended by the different components of the scene increasing
  25498. * flexibility and reducing coupling
  25499. */
  25500. var AbstractScene = /** @class */ (function () {
  25501. function AbstractScene() {
  25502. /**
  25503. * Gets the list of root nodes (ie. nodes with no parent)
  25504. */
  25505. this.rootNodes = new Array();
  25506. /** All of the cameras added to this scene
  25507. * @see http://doc.babylonjs.com/babylon101/cameras
  25508. */
  25509. this.cameras = new Array();
  25510. /**
  25511. * All of the lights added to this scene
  25512. * @see http://doc.babylonjs.com/babylon101/lights
  25513. */
  25514. this.lights = new Array();
  25515. /**
  25516. * All of the (abstract) meshes added to this scene
  25517. */
  25518. this.meshes = new Array();
  25519. /**
  25520. * The list of skeletons added to the scene
  25521. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25522. */
  25523. this.skeletons = new Array();
  25524. /**
  25525. * All of the particle systems added to this scene
  25526. * @see http://doc.babylonjs.com/babylon101/particles
  25527. */
  25528. this.particleSystems = new Array();
  25529. /**
  25530. * Gets a list of Animations associated with the scene
  25531. */
  25532. this.animations = [];
  25533. /**
  25534. * All of the animation groups added to this scene
  25535. * @see http://doc.babylonjs.com/how_to/group
  25536. */
  25537. this.animationGroups = new Array();
  25538. /**
  25539. * All of the multi-materials added to this scene
  25540. * @see http://doc.babylonjs.com/how_to/multi_materials
  25541. */
  25542. this.multiMaterials = new Array();
  25543. /**
  25544. * All of the materials added to this scene
  25545. * In the context of a Scene, it is not supposed to be modified manually.
  25546. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25547. * Note also that the order of the Material wihin the array is not significant and might change.
  25548. * @see http://doc.babylonjs.com/babylon101/materials
  25549. */
  25550. this.materials = new Array();
  25551. /**
  25552. * The list of morph target managers added to the scene
  25553. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25554. */
  25555. this.morphTargetManagers = new Array();
  25556. /**
  25557. * The list of geometries used in the scene.
  25558. */
  25559. this.geometries = new Array();
  25560. /**
  25561. * All of the tranform nodes added to this scene
  25562. * In the context of a Scene, it is not supposed to be modified manually.
  25563. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25564. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25565. * @see http://doc.babylonjs.com/how_to/transformnode
  25566. */
  25567. this.transformNodes = new Array();
  25568. /**
  25569. * ActionManagers available on the scene.
  25570. */
  25571. this.actionManagers = new Array();
  25572. /**
  25573. * Textures to keep.
  25574. */
  25575. this.textures = new Array();
  25576. }
  25577. /**
  25578. * Adds a parser in the list of available ones
  25579. * @param name Defines the name of the parser
  25580. * @param parser Defines the parser to add
  25581. */
  25582. AbstractScene.AddParser = function (name, parser) {
  25583. this._BabylonFileParsers[name] = parser;
  25584. };
  25585. /**
  25586. * Gets a general parser from the list of avaialble ones
  25587. * @param name Defines the name of the parser
  25588. * @returns the requested parser or null
  25589. */
  25590. AbstractScene.GetParser = function (name) {
  25591. if (this._BabylonFileParsers[name]) {
  25592. return this._BabylonFileParsers[name];
  25593. }
  25594. return null;
  25595. };
  25596. /**
  25597. * Adds n individual parser in the list of available ones
  25598. * @param name Defines the name of the parser
  25599. * @param parser Defines the parser to add
  25600. */
  25601. AbstractScene.AddIndividualParser = function (name, parser) {
  25602. this._IndividualBabylonFileParsers[name] = parser;
  25603. };
  25604. /**
  25605. * Gets an individual parser from the list of avaialble ones
  25606. * @param name Defines the name of the parser
  25607. * @returns the requested parser or null
  25608. */
  25609. AbstractScene.GetIndividualParser = function (name) {
  25610. if (this._IndividualBabylonFileParsers[name]) {
  25611. return this._IndividualBabylonFileParsers[name];
  25612. }
  25613. return null;
  25614. };
  25615. /**
  25616. * Parser json data and populate both a scene and its associated container object
  25617. * @param jsonData Defines the data to parse
  25618. * @param scene Defines the scene to parse the data for
  25619. * @param container Defines the container attached to the parsing sequence
  25620. * @param rootUrl Defines the root url of the data
  25621. */
  25622. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25623. for (var parserName in this._BabylonFileParsers) {
  25624. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25625. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25626. }
  25627. }
  25628. };
  25629. /**
  25630. * Stores the list of available parsers in the application.
  25631. */
  25632. AbstractScene._BabylonFileParsers = {};
  25633. /**
  25634. * Stores the list of available individual parsers in the application.
  25635. */
  25636. AbstractScene._IndividualBabylonFileParsers = {};
  25637. return AbstractScene;
  25638. }());
  25639. BABYLON.AbstractScene = AbstractScene;
  25640. })(BABYLON || (BABYLON = {}));
  25641. //# sourceMappingURL=babylon.abstractScene.js.map
  25642. var BABYLON;
  25643. (function (BABYLON) {
  25644. /** @hidden */
  25645. var ClickInfo = /** @class */ (function () {
  25646. function ClickInfo() {
  25647. this._singleClick = false;
  25648. this._doubleClick = false;
  25649. this._hasSwiped = false;
  25650. this._ignore = false;
  25651. }
  25652. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25653. get: function () {
  25654. return this._singleClick;
  25655. },
  25656. set: function (b) {
  25657. this._singleClick = b;
  25658. },
  25659. enumerable: true,
  25660. configurable: true
  25661. });
  25662. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25663. get: function () {
  25664. return this._doubleClick;
  25665. },
  25666. set: function (b) {
  25667. this._doubleClick = b;
  25668. },
  25669. enumerable: true,
  25670. configurable: true
  25671. });
  25672. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25673. get: function () {
  25674. return this._hasSwiped;
  25675. },
  25676. set: function (b) {
  25677. this._hasSwiped = b;
  25678. },
  25679. enumerable: true,
  25680. configurable: true
  25681. });
  25682. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25683. get: function () {
  25684. return this._ignore;
  25685. },
  25686. set: function (b) {
  25687. this._ignore = b;
  25688. },
  25689. enumerable: true,
  25690. configurable: true
  25691. });
  25692. return ClickInfo;
  25693. }());
  25694. /**
  25695. * This class is used by the onRenderingGroupObservable
  25696. */
  25697. var RenderingGroupInfo = /** @class */ (function () {
  25698. function RenderingGroupInfo() {
  25699. }
  25700. return RenderingGroupInfo;
  25701. }());
  25702. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25703. /**
  25704. * Represents a scene to be rendered by the engine.
  25705. * @see http://doc.babylonjs.com/features/scene
  25706. */
  25707. var Scene = /** @class */ (function (_super) {
  25708. __extends(Scene, _super);
  25709. /**
  25710. * Creates a new Scene
  25711. * @param engine defines the engine to use to render this scene
  25712. */
  25713. function Scene(engine, options) {
  25714. var _this = _super.call(this) || this;
  25715. // Members
  25716. /**
  25717. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25718. */
  25719. _this.autoClear = true;
  25720. /**
  25721. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25722. */
  25723. _this.autoClearDepthAndStencil = true;
  25724. /**
  25725. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25726. */
  25727. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25728. /**
  25729. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25730. */
  25731. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25732. _this._forceWireframe = false;
  25733. _this._forcePointsCloud = false;
  25734. /**
  25735. * Gets or sets a boolean indicating if animations are enabled
  25736. */
  25737. _this.animationsEnabled = true;
  25738. _this._animationPropertiesOverride = null;
  25739. /**
  25740. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25741. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25742. */
  25743. _this.useConstantAnimationDeltaTime = false;
  25744. /**
  25745. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25746. * Please note that it requires to run a ray cast through the scene on every frame
  25747. */
  25748. _this.constantlyUpdateMeshUnderPointer = false;
  25749. /**
  25750. * Defines the HTML cursor to use when hovering over interactive elements
  25751. */
  25752. _this.hoverCursor = "pointer";
  25753. /**
  25754. * Defines the HTML default cursor to use (empty by default)
  25755. */
  25756. _this.defaultCursor = "";
  25757. /**
  25758. * This is used to call preventDefault() on pointer down
  25759. * in order to block unwanted artifacts like system double clicks
  25760. */
  25761. _this.preventDefaultOnPointerDown = true;
  25762. /**
  25763. * This is used to call preventDefault() on pointer up
  25764. * in order to block unwanted artifacts like system double clicks
  25765. */
  25766. _this.preventDefaultOnPointerUp = true;
  25767. // Metadata
  25768. /**
  25769. * Gets or sets user defined metadata
  25770. */
  25771. _this.metadata = null;
  25772. /**
  25773. * For internal use only. Please do not use.
  25774. */
  25775. _this.reservedDataStore = null;
  25776. /**
  25777. * Use this array to add regular expressions used to disable offline support for specific urls
  25778. */
  25779. _this.disableOfflineSupportExceptionRules = new Array();
  25780. /**
  25781. * An event triggered when the scene is disposed.
  25782. */
  25783. _this.onDisposeObservable = new BABYLON.Observable();
  25784. _this._onDisposeObserver = null;
  25785. /**
  25786. * An event triggered before rendering the scene (right after animations and physics)
  25787. */
  25788. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25789. _this._onBeforeRenderObserver = null;
  25790. /**
  25791. * An event triggered after rendering the scene
  25792. */
  25793. _this.onAfterRenderObservable = new BABYLON.Observable();
  25794. _this._onAfterRenderObserver = null;
  25795. /**
  25796. * An event triggered before animating the scene
  25797. */
  25798. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25799. /**
  25800. * An event triggered after animations processing
  25801. */
  25802. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25803. /**
  25804. * An event triggered before draw calls are ready to be sent
  25805. */
  25806. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25807. /**
  25808. * An event triggered after draw calls have been sent
  25809. */
  25810. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25811. /**
  25812. * An event triggered when the scene is ready
  25813. */
  25814. _this.onReadyObservable = new BABYLON.Observable();
  25815. /**
  25816. * An event triggered before rendering a camera
  25817. */
  25818. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25819. _this._onBeforeCameraRenderObserver = null;
  25820. /**
  25821. * An event triggered after rendering a camera
  25822. */
  25823. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25824. _this._onAfterCameraRenderObserver = null;
  25825. /**
  25826. * An event triggered when active meshes evaluation is about to start
  25827. */
  25828. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25829. /**
  25830. * An event triggered when active meshes evaluation is done
  25831. */
  25832. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25833. /**
  25834. * An event triggered when particles rendering is about to start
  25835. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25836. */
  25837. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25838. /**
  25839. * An event triggered when particles rendering is done
  25840. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25841. */
  25842. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25843. /**
  25844. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25845. */
  25846. _this.onDataLoadedObservable = new BABYLON.Observable();
  25847. /**
  25848. * An event triggered when a camera is created
  25849. */
  25850. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25851. /**
  25852. * An event triggered when a camera is removed
  25853. */
  25854. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25855. /**
  25856. * An event triggered when a light is created
  25857. */
  25858. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25859. /**
  25860. * An event triggered when a light is removed
  25861. */
  25862. _this.onLightRemovedObservable = new BABYLON.Observable();
  25863. /**
  25864. * An event triggered when a geometry is created
  25865. */
  25866. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25867. /**
  25868. * An event triggered when a geometry is removed
  25869. */
  25870. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25871. /**
  25872. * An event triggered when a transform node is created
  25873. */
  25874. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25875. /**
  25876. * An event triggered when a transform node is removed
  25877. */
  25878. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25879. /**
  25880. * An event triggered when a mesh is created
  25881. */
  25882. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25883. /**
  25884. * An event triggered when a mesh is removed
  25885. */
  25886. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25887. /**
  25888. * An event triggered when a material is created
  25889. */
  25890. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25891. /**
  25892. * An event triggered when a material is removed
  25893. */
  25894. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25895. /**
  25896. * An event triggered when a texture is created
  25897. */
  25898. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25899. /**
  25900. * An event triggered when a texture is removed
  25901. */
  25902. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25903. /**
  25904. * An event triggered when render targets are about to be rendered
  25905. * Can happen multiple times per frame.
  25906. */
  25907. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25908. /**
  25909. * An event triggered when render targets were rendered.
  25910. * Can happen multiple times per frame.
  25911. */
  25912. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25913. /**
  25914. * An event triggered before calculating deterministic simulation step
  25915. */
  25916. _this.onBeforeStepObservable = new BABYLON.Observable();
  25917. /**
  25918. * An event triggered after calculating deterministic simulation step
  25919. */
  25920. _this.onAfterStepObservable = new BABYLON.Observable();
  25921. /**
  25922. * An event triggered when the activeCamera property is updated
  25923. */
  25924. _this.onActiveCameraChanged = new BABYLON.Observable();
  25925. /**
  25926. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25927. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25928. * 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)
  25929. */
  25930. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25931. /**
  25932. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25933. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25934. * 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)
  25935. */
  25936. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25937. /**
  25938. * This Observable will when a mesh has been imported into the scene.
  25939. */
  25940. _this.onMeshImportedObservable = new BABYLON.Observable();
  25941. // Animations
  25942. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25943. /**
  25944. * 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).
  25945. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25946. */
  25947. _this.onPrePointerObservable = new BABYLON.Observable();
  25948. /**
  25949. * Observable event triggered each time an input event is received from the rendering canvas
  25950. */
  25951. _this.onPointerObservable = new BABYLON.Observable();
  25952. _this._meshPickProceed = false;
  25953. _this._currentPickResult = null;
  25954. _this._previousPickResult = null;
  25955. _this._totalPointersPressed = 0;
  25956. _this._doubleClickOccured = false;
  25957. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25958. _this.cameraToUseForPointers = null;
  25959. _this._pointerX = 0;
  25960. _this._pointerY = 0;
  25961. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25962. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25963. _this._startingPointerTime = 0;
  25964. _this._previousStartingPointerTime = 0;
  25965. _this._pointerCaptures = {};
  25966. // Deterministic lockstep
  25967. _this._timeAccumulator = 0;
  25968. _this._currentStepId = 0;
  25969. _this._currentInternalStep = 0;
  25970. // Keyboard
  25971. /**
  25972. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25973. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25974. */
  25975. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25976. /**
  25977. * Observable event triggered each time an keyboard event is received from the hosting window
  25978. */
  25979. _this.onKeyboardObservable = new BABYLON.Observable();
  25980. // Coordinates system
  25981. _this._useRightHandedSystem = false;
  25982. // Fog
  25983. _this._fogEnabled = true;
  25984. _this._fogMode = Scene.FOGMODE_NONE;
  25985. /**
  25986. * Gets or sets the fog color to use
  25987. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25988. * (Default is Color3(0.2, 0.2, 0.3))
  25989. */
  25990. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25991. /**
  25992. * Gets or sets the fog density to use
  25993. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25994. * (Default is 0.1)
  25995. */
  25996. _this.fogDensity = 0.1;
  25997. /**
  25998. * Gets or sets the fog start distance to use
  25999. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26000. * (Default is 0)
  26001. */
  26002. _this.fogStart = 0;
  26003. /**
  26004. * Gets or sets the fog end distance to use
  26005. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26006. * (Default is 1000)
  26007. */
  26008. _this.fogEnd = 1000.0;
  26009. // Lights
  26010. _this._shadowsEnabled = true;
  26011. _this._lightsEnabled = true;
  26012. /** All of the active cameras added to this scene. */
  26013. _this.activeCameras = new Array();
  26014. // Textures
  26015. _this._texturesEnabled = true;
  26016. // Particles
  26017. /**
  26018. * Gets or sets a boolean indicating if particles are enabled on this scene
  26019. */
  26020. _this.particlesEnabled = true;
  26021. // Sprites
  26022. /**
  26023. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26024. */
  26025. _this.spritesEnabled = true;
  26026. // Skeletons
  26027. _this._skeletonsEnabled = true;
  26028. // Lens flares
  26029. /**
  26030. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26031. */
  26032. _this.lensFlaresEnabled = true;
  26033. // Collisions
  26034. /**
  26035. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26036. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26037. */
  26038. _this.collisionsEnabled = true;
  26039. /**
  26040. * Defines the gravity applied to this scene (used only for collisions)
  26041. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26042. */
  26043. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26044. // Postprocesses
  26045. /**
  26046. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26047. */
  26048. _this.postProcessesEnabled = true;
  26049. /**
  26050. * The list of postprocesses added to the scene
  26051. */
  26052. _this.postProcesses = new Array();
  26053. // Customs render targets
  26054. /**
  26055. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26056. */
  26057. _this.renderTargetsEnabled = true;
  26058. /**
  26059. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26060. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26061. */
  26062. _this.dumpNextRenderTargets = false;
  26063. /**
  26064. * The list of user defined render targets added to the scene
  26065. */
  26066. _this.customRenderTargets = new Array();
  26067. /**
  26068. * Gets the list of meshes imported to the scene through SceneLoader
  26069. */
  26070. _this.importedMeshesFiles = new Array();
  26071. // Probes
  26072. /**
  26073. * Gets or sets a boolean indicating if probes are enabled on this scene
  26074. */
  26075. _this.probesEnabled = true;
  26076. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26077. // Procedural textures
  26078. /**
  26079. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26080. */
  26081. _this.proceduralTexturesEnabled = true;
  26082. // Performance counters
  26083. _this._totalVertices = new BABYLON.PerfCounter();
  26084. /** @hidden */
  26085. _this._activeIndices = new BABYLON.PerfCounter();
  26086. /** @hidden */
  26087. _this._activeParticles = new BABYLON.PerfCounter();
  26088. /** @hidden */
  26089. _this._activeBones = new BABYLON.PerfCounter();
  26090. _this._animationTime = 0;
  26091. /**
  26092. * Gets or sets a general scale for animation speed
  26093. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26094. */
  26095. _this.animationTimeScale = 1;
  26096. _this._renderId = 0;
  26097. _this._frameId = 0;
  26098. _this._executeWhenReadyTimeoutId = -1;
  26099. _this._intermediateRendering = false;
  26100. _this._viewUpdateFlag = -1;
  26101. _this._projectionUpdateFlag = -1;
  26102. _this._alternateViewUpdateFlag = -1;
  26103. _this._alternateProjectionUpdateFlag = -1;
  26104. /** @hidden */
  26105. _this._toBeDisposed = new Array(256);
  26106. _this._activeRequests = new Array();
  26107. _this._pendingData = new Array();
  26108. _this._isDisposed = false;
  26109. /**
  26110. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26111. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26112. */
  26113. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26114. _this._activeMeshes = new BABYLON.SmartArray(256);
  26115. _this._processedMaterials = new BABYLON.SmartArray(256);
  26116. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26117. /** @hidden */
  26118. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26119. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26120. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26121. /** @hidden */
  26122. _this._activeAnimatables = new Array();
  26123. _this._transformMatrix = BABYLON.Matrix.Zero();
  26124. _this._useAlternateCameraConfiguration = false;
  26125. _this._alternateRendering = false;
  26126. _this._wheelEventName = "";
  26127. /**
  26128. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26129. * This is useful if there are more lights that the maximum simulteanous authorized
  26130. */
  26131. _this.requireLightSorting = false;
  26132. /**
  26133. * @hidden
  26134. * Backing store of defined scene components.
  26135. */
  26136. _this._components = [];
  26137. /**
  26138. * @hidden
  26139. * Backing store of defined scene components.
  26140. */
  26141. _this._serializableComponents = [];
  26142. /**
  26143. * List of components to register on the next registration step.
  26144. */
  26145. _this._transientComponents = [];
  26146. /**
  26147. * @hidden
  26148. * Defines the actions happening before camera updates.
  26149. */
  26150. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26151. /**
  26152. * @hidden
  26153. * Defines the actions happening before clear the canvas.
  26154. */
  26155. _this._beforeClearStage = BABYLON.Stage.Create();
  26156. /**
  26157. * @hidden
  26158. * Defines the actions when collecting render targets for the frame.
  26159. */
  26160. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26161. /**
  26162. * @hidden
  26163. * Defines the actions happening for one camera in the frame.
  26164. */
  26165. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26166. /**
  26167. * @hidden
  26168. * Defines the actions happening during the per mesh ready checks.
  26169. */
  26170. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26171. /**
  26172. * @hidden
  26173. * Defines the actions happening before evaluate active mesh checks.
  26174. */
  26175. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26176. /**
  26177. * @hidden
  26178. * Defines the actions happening during the evaluate sub mesh checks.
  26179. */
  26180. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26181. /**
  26182. * @hidden
  26183. * Defines the actions happening during the active mesh stage.
  26184. */
  26185. _this._activeMeshStage = BABYLON.Stage.Create();
  26186. /**
  26187. * @hidden
  26188. * Defines the actions happening during the per camera render target step.
  26189. */
  26190. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26191. /**
  26192. * @hidden
  26193. * Defines the actions happening just before the active camera is drawing.
  26194. */
  26195. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26196. /**
  26197. * @hidden
  26198. * Defines the actions happening just before a render target is drawing.
  26199. */
  26200. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26201. /**
  26202. * @hidden
  26203. * Defines the actions happening just before a rendering group is drawing.
  26204. */
  26205. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26206. /**
  26207. * @hidden
  26208. * Defines the actions happening just before a mesh is drawing.
  26209. */
  26210. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26211. /**
  26212. * @hidden
  26213. * Defines the actions happening just after a mesh has been drawn.
  26214. */
  26215. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26216. /**
  26217. * @hidden
  26218. * Defines the actions happening just after a rendering group has been drawn.
  26219. */
  26220. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26221. /**
  26222. * @hidden
  26223. * Defines the actions happening just after the active camera has been drawn.
  26224. */
  26225. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26226. /**
  26227. * @hidden
  26228. * Defines the actions happening just after a render target has been drawn.
  26229. */
  26230. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26231. /**
  26232. * @hidden
  26233. * Defines the actions happening just after rendering all cameras and computing intersections.
  26234. */
  26235. _this._afterRenderStage = BABYLON.Stage.Create();
  26236. /**
  26237. * @hidden
  26238. * Defines the actions happening when a pointer move event happens.
  26239. */
  26240. _this._pointerMoveStage = BABYLON.Stage.Create();
  26241. /**
  26242. * @hidden
  26243. * Defines the actions happening when a pointer down event happens.
  26244. */
  26245. _this._pointerDownStage = BABYLON.Stage.Create();
  26246. /**
  26247. * @hidden
  26248. * Defines the actions happening when a pointer up event happens.
  26249. */
  26250. _this._pointerUpStage = BABYLON.Stage.Create();
  26251. /**
  26252. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26253. */
  26254. _this.geometriesById = null;
  26255. _this._defaultMeshCandidates = {
  26256. data: [],
  26257. length: 0
  26258. };
  26259. _this._defaultSubMeshCandidates = {
  26260. data: [],
  26261. length: 0
  26262. };
  26263. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26264. _this._activeMeshesFrozen = false;
  26265. /** @hidden */
  26266. _this._allowPostProcessClearColor = true;
  26267. /**
  26268. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26269. */
  26270. _this.getDeterministicFrameTime = function () {
  26271. return 1000.0 / 60.0; // frame time in ms
  26272. };
  26273. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26274. _this._blockMaterialDirtyMechanism = false;
  26275. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26276. _this._engine.scenes.push(_this);
  26277. _this._uid = null;
  26278. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26279. if (BABYLON.PostProcessManager) {
  26280. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26281. }
  26282. if (BABYLON.Tools.IsWindowObjectExist()) {
  26283. _this.attachControl();
  26284. }
  26285. //collision coordinator initialization. For now legacy per default.
  26286. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26287. // Uniform Buffer
  26288. _this._createUbo();
  26289. // Default Image processing definition
  26290. if (BABYLON.ImageProcessingConfiguration) {
  26291. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26292. }
  26293. _this.setDefaultCandidateProviders();
  26294. if (options && options.useGeometryIdsMap === true) {
  26295. _this.geometriesById = {};
  26296. }
  26297. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26298. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26299. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26300. return _this;
  26301. }
  26302. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26303. /**
  26304. * Texture used in all pbr material as the reflection texture.
  26305. * As in the majority of the scene they are the same (exception for multi room and so on),
  26306. * this is easier to reference from here than from all the materials.
  26307. */
  26308. get: function () {
  26309. return this._environmentTexture;
  26310. },
  26311. /**
  26312. * Texture used in all pbr material as the reflection texture.
  26313. * As in the majority of the scene they are the same (exception for multi room and so on),
  26314. * this is easier to set here than in all the materials.
  26315. */
  26316. set: function (value) {
  26317. if (this._environmentTexture === value) {
  26318. return;
  26319. }
  26320. this._environmentTexture = value;
  26321. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26322. },
  26323. enumerable: true,
  26324. configurable: true
  26325. });
  26326. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26327. /**
  26328. * Default image processing configuration used either in the rendering
  26329. * Forward main pass or through the imageProcessingPostProcess if present.
  26330. * As in the majority of the scene they are the same (exception for multi camera),
  26331. * this is easier to reference from here than from all the materials and post process.
  26332. *
  26333. * No setter as we it is a shared configuration, you can set the values instead.
  26334. */
  26335. get: function () {
  26336. return this._imageProcessingConfiguration;
  26337. },
  26338. enumerable: true,
  26339. configurable: true
  26340. });
  26341. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26342. get: function () {
  26343. return this._forceWireframe;
  26344. },
  26345. /**
  26346. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26347. */
  26348. set: function (value) {
  26349. if (this._forceWireframe === value) {
  26350. return;
  26351. }
  26352. this._forceWireframe = value;
  26353. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26354. },
  26355. enumerable: true,
  26356. configurable: true
  26357. });
  26358. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26359. get: function () {
  26360. return this._forcePointsCloud;
  26361. },
  26362. /**
  26363. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26364. */
  26365. set: function (value) {
  26366. if (this._forcePointsCloud === value) {
  26367. return;
  26368. }
  26369. this._forcePointsCloud = value;
  26370. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26371. },
  26372. enumerable: true,
  26373. configurable: true
  26374. });
  26375. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26376. /**
  26377. * Gets or sets the animation properties override
  26378. */
  26379. get: function () {
  26380. return this._animationPropertiesOverride;
  26381. },
  26382. set: function (value) {
  26383. this._animationPropertiesOverride = value;
  26384. },
  26385. enumerable: true,
  26386. configurable: true
  26387. });
  26388. Object.defineProperty(Scene.prototype, "onDispose", {
  26389. /** Sets a function to be executed when this scene is disposed. */
  26390. set: function (callback) {
  26391. if (this._onDisposeObserver) {
  26392. this.onDisposeObservable.remove(this._onDisposeObserver);
  26393. }
  26394. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26395. },
  26396. enumerable: true,
  26397. configurable: true
  26398. });
  26399. Object.defineProperty(Scene.prototype, "beforeRender", {
  26400. /** Sets a function to be executed before rendering this scene */
  26401. set: function (callback) {
  26402. if (this._onBeforeRenderObserver) {
  26403. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26404. }
  26405. if (callback) {
  26406. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26407. }
  26408. },
  26409. enumerable: true,
  26410. configurable: true
  26411. });
  26412. Object.defineProperty(Scene.prototype, "afterRender", {
  26413. /** Sets a function to be executed after rendering this scene */
  26414. set: function (callback) {
  26415. if (this._onAfterRenderObserver) {
  26416. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26417. }
  26418. if (callback) {
  26419. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26420. }
  26421. },
  26422. enumerable: true,
  26423. configurable: true
  26424. });
  26425. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26426. /** Sets a function to be executed before rendering a camera*/
  26427. set: function (callback) {
  26428. if (this._onBeforeCameraRenderObserver) {
  26429. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26430. }
  26431. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26432. },
  26433. enumerable: true,
  26434. configurable: true
  26435. });
  26436. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26437. /** Sets a function to be executed after rendering a camera*/
  26438. set: function (callback) {
  26439. if (this._onAfterCameraRenderObserver) {
  26440. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26441. }
  26442. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26448. /**
  26449. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26450. */
  26451. get: function () {
  26452. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26458. get: function () {
  26459. return this._useRightHandedSystem;
  26460. },
  26461. /**
  26462. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26463. */
  26464. set: function (value) {
  26465. if (this._useRightHandedSystem === value) {
  26466. return;
  26467. }
  26468. this._useRightHandedSystem = value;
  26469. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26470. },
  26471. enumerable: true,
  26472. configurable: true
  26473. });
  26474. /**
  26475. * Sets the step Id used by deterministic lock step
  26476. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26477. * @param newStepId defines the step Id
  26478. */
  26479. Scene.prototype.setStepId = function (newStepId) {
  26480. this._currentStepId = newStepId;
  26481. };
  26482. /**
  26483. * Gets the step Id used by deterministic lock step
  26484. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26485. * @returns the step Id
  26486. */
  26487. Scene.prototype.getStepId = function () {
  26488. return this._currentStepId;
  26489. };
  26490. /**
  26491. * Gets the internal step used by deterministic lock step
  26492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26493. * @returns the internal step
  26494. */
  26495. Scene.prototype.getInternalStep = function () {
  26496. return this._currentInternalStep;
  26497. };
  26498. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26499. get: function () {
  26500. return this._fogEnabled;
  26501. },
  26502. /**
  26503. * Gets or sets a boolean indicating if fog is enabled on this scene
  26504. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26505. * (Default is true)
  26506. */
  26507. set: function (value) {
  26508. if (this._fogEnabled === value) {
  26509. return;
  26510. }
  26511. this._fogEnabled = value;
  26512. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26513. },
  26514. enumerable: true,
  26515. configurable: true
  26516. });
  26517. Object.defineProperty(Scene.prototype, "fogMode", {
  26518. get: function () {
  26519. return this._fogMode;
  26520. },
  26521. /**
  26522. * Gets or sets the fog mode to use
  26523. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26524. * | mode | value |
  26525. * | --- | --- |
  26526. * | FOGMODE_NONE | 0 |
  26527. * | FOGMODE_EXP | 1 |
  26528. * | FOGMODE_EXP2 | 2 |
  26529. * | FOGMODE_LINEAR | 3 |
  26530. */
  26531. set: function (value) {
  26532. if (this._fogMode === value) {
  26533. return;
  26534. }
  26535. this._fogMode = value;
  26536. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26537. },
  26538. enumerable: true,
  26539. configurable: true
  26540. });
  26541. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26542. get: function () {
  26543. return this._shadowsEnabled;
  26544. },
  26545. /**
  26546. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26547. */
  26548. set: function (value) {
  26549. if (this._shadowsEnabled === value) {
  26550. return;
  26551. }
  26552. this._shadowsEnabled = value;
  26553. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26554. },
  26555. enumerable: true,
  26556. configurable: true
  26557. });
  26558. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26559. get: function () {
  26560. return this._lightsEnabled;
  26561. },
  26562. /**
  26563. * Gets or sets a boolean indicating if lights are enabled on this scene
  26564. */
  26565. set: function (value) {
  26566. if (this._lightsEnabled === value) {
  26567. return;
  26568. }
  26569. this._lightsEnabled = value;
  26570. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26571. },
  26572. enumerable: true,
  26573. configurable: true
  26574. });
  26575. Object.defineProperty(Scene.prototype, "activeCamera", {
  26576. /** Gets or sets the current active camera */
  26577. get: function () {
  26578. return this._activeCamera;
  26579. },
  26580. set: function (value) {
  26581. if (value === this._activeCamera) {
  26582. return;
  26583. }
  26584. this._activeCamera = value;
  26585. this.onActiveCameraChanged.notifyObservers(this);
  26586. },
  26587. enumerable: true,
  26588. configurable: true
  26589. });
  26590. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26591. /** The default material used on meshes when no material is affected */
  26592. get: function () {
  26593. if (!this._defaultMaterial) {
  26594. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26595. }
  26596. return this._defaultMaterial;
  26597. },
  26598. /** The default material used on meshes when no material is affected */
  26599. set: function (value) {
  26600. this._defaultMaterial = value;
  26601. },
  26602. enumerable: true,
  26603. configurable: true
  26604. });
  26605. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26606. get: function () {
  26607. return this._texturesEnabled;
  26608. },
  26609. /**
  26610. * Gets or sets a boolean indicating if textures are enabled on this scene
  26611. */
  26612. set: function (value) {
  26613. if (this._texturesEnabled === value) {
  26614. return;
  26615. }
  26616. this._texturesEnabled = value;
  26617. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26618. },
  26619. enumerable: true,
  26620. configurable: true
  26621. });
  26622. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26623. get: function () {
  26624. return this._skeletonsEnabled;
  26625. },
  26626. /**
  26627. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26628. */
  26629. set: function (value) {
  26630. if (this._skeletonsEnabled === value) {
  26631. return;
  26632. }
  26633. this._skeletonsEnabled = value;
  26634. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26635. },
  26636. enumerable: true,
  26637. configurable: true
  26638. });
  26639. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26640. /** @hidden */
  26641. get: function () {
  26642. return this._alternateRendering;
  26643. },
  26644. enumerable: true,
  26645. configurable: true
  26646. });
  26647. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26648. /**
  26649. * Gets the list of frustum planes (built from the active camera)
  26650. */
  26651. get: function () {
  26652. return this._frustumPlanes;
  26653. },
  26654. enumerable: true,
  26655. configurable: true
  26656. });
  26657. /**
  26658. * Registers the transient components if needed.
  26659. */
  26660. Scene.prototype._registerTransientComponents = function () {
  26661. // Register components that have been associated lately to the scene.
  26662. if (this._transientComponents.length > 0) {
  26663. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26664. var component = _a[_i];
  26665. component.register();
  26666. }
  26667. this._transientComponents = [];
  26668. }
  26669. };
  26670. /**
  26671. * @hidden
  26672. * Add a component to the scene.
  26673. * Note that the ccomponent could be registered on th next frame if this is called after
  26674. * the register component stage.
  26675. * @param component Defines the component to add to the scene
  26676. */
  26677. Scene.prototype._addComponent = function (component) {
  26678. this._components.push(component);
  26679. this._transientComponents.push(component);
  26680. var serializableComponent = component;
  26681. if (serializableComponent.addFromContainer) {
  26682. this._serializableComponents.push(serializableComponent);
  26683. }
  26684. };
  26685. /**
  26686. * @hidden
  26687. * Gets a component from the scene.
  26688. * @param name defines the name of the component to retrieve
  26689. * @returns the component or null if not present
  26690. */
  26691. Scene.prototype._getComponent = function (name) {
  26692. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26693. var component = _a[_i];
  26694. if (component.name === name) {
  26695. return component;
  26696. }
  26697. }
  26698. return null;
  26699. };
  26700. /**
  26701. * @hidden
  26702. */
  26703. Scene.prototype._getDefaultMeshCandidates = function () {
  26704. this._defaultMeshCandidates.data = this.meshes;
  26705. this._defaultMeshCandidates.length = this.meshes.length;
  26706. return this._defaultMeshCandidates;
  26707. };
  26708. /**
  26709. * @hidden
  26710. */
  26711. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26712. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26713. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26714. return this._defaultSubMeshCandidates;
  26715. };
  26716. /**
  26717. * Sets the default candidate providers for the scene.
  26718. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26719. * and getCollidingSubMeshCandidates to their default function
  26720. */
  26721. Scene.prototype.setDefaultCandidateProviders = function () {
  26722. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26723. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26724. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26725. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26726. };
  26727. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26728. /**
  26729. * Gets a boolean indicating if collisions are processed on a web worker
  26730. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26731. */
  26732. get: function () {
  26733. return this._workerCollisions;
  26734. },
  26735. set: function (enabled) {
  26736. if (!BABYLON.CollisionCoordinatorLegacy) {
  26737. return;
  26738. }
  26739. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26740. this._workerCollisions = enabled;
  26741. if (this.collisionCoordinator) {
  26742. this.collisionCoordinator.destroy();
  26743. }
  26744. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26745. this.collisionCoordinator.init(this);
  26746. },
  26747. enumerable: true,
  26748. configurable: true
  26749. });
  26750. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26751. /**
  26752. * Gets the mesh that is currently under the pointer
  26753. */
  26754. get: function () {
  26755. return this._pointerOverMesh;
  26756. },
  26757. enumerable: true,
  26758. configurable: true
  26759. });
  26760. Object.defineProperty(Scene.prototype, "pointerX", {
  26761. /**
  26762. * Gets the current on-screen X position of the pointer
  26763. */
  26764. get: function () {
  26765. return this._pointerX;
  26766. },
  26767. enumerable: true,
  26768. configurable: true
  26769. });
  26770. Object.defineProperty(Scene.prototype, "pointerY", {
  26771. /**
  26772. * Gets the current on-screen Y position of the pointer
  26773. */
  26774. get: function () {
  26775. return this._pointerY;
  26776. },
  26777. enumerable: true,
  26778. configurable: true
  26779. });
  26780. /**
  26781. * Gets the cached material (ie. the latest rendered one)
  26782. * @returns the cached material
  26783. */
  26784. Scene.prototype.getCachedMaterial = function () {
  26785. return this._cachedMaterial;
  26786. };
  26787. /**
  26788. * Gets the cached effect (ie. the latest rendered one)
  26789. * @returns the cached effect
  26790. */
  26791. Scene.prototype.getCachedEffect = function () {
  26792. return this._cachedEffect;
  26793. };
  26794. /**
  26795. * Gets the cached visibility state (ie. the latest rendered one)
  26796. * @returns the cached visibility state
  26797. */
  26798. Scene.prototype.getCachedVisibility = function () {
  26799. return this._cachedVisibility;
  26800. };
  26801. /**
  26802. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26803. * @param material defines the current material
  26804. * @param effect defines the current effect
  26805. * @param visibility defines the current visibility state
  26806. * @returns true if one parameter is not cached
  26807. */
  26808. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26809. if (visibility === void 0) { visibility = 1; }
  26810. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26811. };
  26812. /**
  26813. * Gets the engine associated with the scene
  26814. * @returns an Engine
  26815. */
  26816. Scene.prototype.getEngine = function () {
  26817. return this._engine;
  26818. };
  26819. /**
  26820. * Gets the total number of vertices rendered per frame
  26821. * @returns the total number of vertices rendered per frame
  26822. */
  26823. Scene.prototype.getTotalVertices = function () {
  26824. return this._totalVertices.current;
  26825. };
  26826. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26827. /**
  26828. * Gets the performance counter for total vertices
  26829. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26830. */
  26831. get: function () {
  26832. return this._totalVertices;
  26833. },
  26834. enumerable: true,
  26835. configurable: true
  26836. });
  26837. /**
  26838. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26839. * @returns the total number of active indices rendered per frame
  26840. */
  26841. Scene.prototype.getActiveIndices = function () {
  26842. return this._activeIndices.current;
  26843. };
  26844. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26845. /**
  26846. * Gets the performance counter for active indices
  26847. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26848. */
  26849. get: function () {
  26850. return this._activeIndices;
  26851. },
  26852. enumerable: true,
  26853. configurable: true
  26854. });
  26855. /**
  26856. * Gets the total number of active particles rendered per frame
  26857. * @returns the total number of active particles rendered per frame
  26858. */
  26859. Scene.prototype.getActiveParticles = function () {
  26860. return this._activeParticles.current;
  26861. };
  26862. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26863. /**
  26864. * Gets the performance counter for active particles
  26865. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26866. */
  26867. get: function () {
  26868. return this._activeParticles;
  26869. },
  26870. enumerable: true,
  26871. configurable: true
  26872. });
  26873. /**
  26874. * Gets the total number of active bones rendered per frame
  26875. * @returns the total number of active bones rendered per frame
  26876. */
  26877. Scene.prototype.getActiveBones = function () {
  26878. return this._activeBones.current;
  26879. };
  26880. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26881. /**
  26882. * Gets the performance counter for active bones
  26883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26884. */
  26885. get: function () {
  26886. return this._activeBones;
  26887. },
  26888. enumerable: true,
  26889. configurable: true
  26890. });
  26891. /**
  26892. * Gets the array of active meshes
  26893. * @returns an array of AbstractMesh
  26894. */
  26895. Scene.prototype.getActiveMeshes = function () {
  26896. return this._activeMeshes;
  26897. };
  26898. /**
  26899. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26900. * @returns a number
  26901. */
  26902. Scene.prototype.getAnimationRatio = function () {
  26903. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26904. };
  26905. /**
  26906. * Gets an unique Id for the current render phase
  26907. * @returns a number
  26908. */
  26909. Scene.prototype.getRenderId = function () {
  26910. return this._renderId;
  26911. };
  26912. /**
  26913. * Gets an unique Id for the current frame
  26914. * @returns a number
  26915. */
  26916. Scene.prototype.getFrameId = function () {
  26917. return this._frameId;
  26918. };
  26919. /** Call this function if you want to manually increment the render Id*/
  26920. Scene.prototype.incrementRenderId = function () {
  26921. this._renderId++;
  26922. };
  26923. Scene.prototype._updatePointerPosition = function (evt) {
  26924. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26925. if (!canvasRect) {
  26926. return;
  26927. }
  26928. this._pointerX = evt.clientX - canvasRect.left;
  26929. this._pointerY = evt.clientY - canvasRect.top;
  26930. this._unTranslatedPointerX = this._pointerX;
  26931. this._unTranslatedPointerY = this._pointerY;
  26932. };
  26933. Scene.prototype._createUbo = function () {
  26934. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26935. this._sceneUbo.addUniform("viewProjection", 16);
  26936. this._sceneUbo.addUniform("view", 16);
  26937. };
  26938. Scene.prototype._createAlternateUbo = function () {
  26939. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26940. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26941. this._alternateSceneUbo.addUniform("view", 16);
  26942. };
  26943. // Pointers handling
  26944. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26945. if (pointerInfo.pickInfo) {
  26946. if (!pointerInfo.pickInfo.ray) {
  26947. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26948. }
  26949. }
  26950. };
  26951. /**
  26952. * Use this method to simulate a pointer move on a mesh
  26953. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26954. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26955. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26956. * @returns the current scene
  26957. */
  26958. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26959. var evt = new PointerEvent("pointermove", pointerEventInit);
  26960. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26961. return this;
  26962. }
  26963. return this._processPointerMove(pickResult, evt);
  26964. };
  26965. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26966. var canvas = this._engine.getRenderingCanvas();
  26967. if (!canvas) {
  26968. return this;
  26969. }
  26970. // Restore pointer
  26971. canvas.style.cursor = this.defaultCursor;
  26972. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26973. if (isMeshPicked) {
  26974. this.setPointerOverMesh(pickResult.pickedMesh);
  26975. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26976. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26977. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26978. }
  26979. else {
  26980. canvas.style.cursor = this.hoverCursor;
  26981. }
  26982. }
  26983. }
  26984. else {
  26985. this.setPointerOverMesh(null);
  26986. }
  26987. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26988. var step = _a[_i];
  26989. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26990. }
  26991. if (pickResult) {
  26992. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26993. if (this.onPointerMove) {
  26994. this.onPointerMove(evt, pickResult, type);
  26995. }
  26996. if (this.onPointerObservable.hasObservers()) {
  26997. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26998. this._setRayOnPointerInfo(pi);
  26999. this.onPointerObservable.notifyObservers(pi, type);
  27000. }
  27001. }
  27002. return this;
  27003. };
  27004. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27005. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27006. if (pickResult) {
  27007. pi.ray = pickResult.ray;
  27008. }
  27009. this.onPrePointerObservable.notifyObservers(pi, type);
  27010. if (pi.skipOnPointerObservable) {
  27011. return true;
  27012. }
  27013. else {
  27014. return false;
  27015. }
  27016. };
  27017. /**
  27018. * Use this method to simulate a pointer down on a mesh
  27019. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27020. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27021. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27022. * @returns the current scene
  27023. */
  27024. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27025. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27026. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27027. return this;
  27028. }
  27029. return this._processPointerDown(pickResult, evt);
  27030. };
  27031. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27032. var _this = this;
  27033. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27034. this._pickedDownMesh = pickResult.pickedMesh;
  27035. var actionManager = pickResult.pickedMesh.actionManager;
  27036. if (actionManager) {
  27037. if (actionManager.hasPickTriggers) {
  27038. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27039. switch (evt.button) {
  27040. case 0:
  27041. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27042. break;
  27043. case 1:
  27044. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27045. break;
  27046. case 2:
  27047. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27048. break;
  27049. }
  27050. }
  27051. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27052. window.setTimeout(function () {
  27053. 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);
  27054. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27055. if (_this._totalPointersPressed !== 0 &&
  27056. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27057. !_this._isPointerSwiping()) {
  27058. _this._startingPointerTime = 0;
  27059. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27060. }
  27061. }
  27062. }, Scene.LongPressDelay);
  27063. }
  27064. }
  27065. }
  27066. else {
  27067. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27068. var step = _a[_i];
  27069. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27070. }
  27071. }
  27072. if (pickResult) {
  27073. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27074. if (this.onPointerDown) {
  27075. this.onPointerDown(evt, pickResult, type);
  27076. }
  27077. if (this.onPointerObservable.hasObservers()) {
  27078. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27079. this._setRayOnPointerInfo(pi);
  27080. this.onPointerObservable.notifyObservers(pi, type);
  27081. }
  27082. }
  27083. return this;
  27084. };
  27085. /**
  27086. * Use this method to simulate a pointer up on a mesh
  27087. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27088. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27089. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27090. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27091. * @returns the current scene
  27092. */
  27093. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27094. var evt = new PointerEvent("pointerup", pointerEventInit);
  27095. var clickInfo = new ClickInfo();
  27096. if (doubleTap) {
  27097. clickInfo.doubleClick = true;
  27098. }
  27099. else {
  27100. clickInfo.singleClick = true;
  27101. }
  27102. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27103. return this;
  27104. }
  27105. return this._processPointerUp(pickResult, evt, clickInfo);
  27106. };
  27107. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27108. if (pickResult && pickResult && pickResult.pickedMesh) {
  27109. this._pickedUpMesh = pickResult.pickedMesh;
  27110. if (this._pickedDownMesh === this._pickedUpMesh) {
  27111. if (this.onPointerPick) {
  27112. this.onPointerPick(evt, pickResult);
  27113. }
  27114. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27115. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27116. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27117. this._setRayOnPointerInfo(pi);
  27118. this.onPointerObservable.notifyObservers(pi, type_1);
  27119. }
  27120. }
  27121. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27122. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27123. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27124. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27125. }
  27126. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27127. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27128. }
  27129. }
  27130. }
  27131. else {
  27132. if (!clickInfo.ignore) {
  27133. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27134. var step = _a[_i];
  27135. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27136. }
  27137. }
  27138. }
  27139. if (this._pickedDownMesh &&
  27140. this._pickedDownMesh.actionManager &&
  27141. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27142. this._pickedDownMesh !== this._pickedUpMesh) {
  27143. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27144. }
  27145. var type = 0;
  27146. if (this.onPointerObservable.hasObservers()) {
  27147. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27148. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27149. type = BABYLON.PointerEventTypes.POINTERTAP;
  27150. }
  27151. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27152. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27153. }
  27154. if (type) {
  27155. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27156. this._setRayOnPointerInfo(pi);
  27157. this.onPointerObservable.notifyObservers(pi, type);
  27158. }
  27159. }
  27160. if (!clickInfo.ignore) {
  27161. type = BABYLON.PointerEventTypes.POINTERUP;
  27162. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27163. this._setRayOnPointerInfo(pi);
  27164. this.onPointerObservable.notifyObservers(pi, type);
  27165. }
  27166. }
  27167. if (this.onPointerUp && !clickInfo.ignore) {
  27168. this.onPointerUp(evt, pickResult, type);
  27169. }
  27170. return this;
  27171. };
  27172. /**
  27173. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27174. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27175. * @returns true if the pointer was captured
  27176. */
  27177. Scene.prototype.isPointerCaptured = function (pointerId) {
  27178. if (pointerId === void 0) { pointerId = 0; }
  27179. return this._pointerCaptures[pointerId];
  27180. };
  27181. /** @hidden */
  27182. Scene.prototype._isPointerSwiping = function () {
  27183. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27184. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27185. };
  27186. /**
  27187. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27188. * @param attachUp defines if you want to attach events to pointerup
  27189. * @param attachDown defines if you want to attach events to pointerdown
  27190. * @param attachMove defines if you want to attach events to pointermove
  27191. */
  27192. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27193. var _this = this;
  27194. if (attachUp === void 0) { attachUp = true; }
  27195. if (attachDown === void 0) { attachDown = true; }
  27196. if (attachMove === void 0) { attachMove = true; }
  27197. this._initActionManager = function (act, clickInfo) {
  27198. if (!_this._meshPickProceed) {
  27199. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27200. _this._currentPickResult = pickResult;
  27201. if (pickResult) {
  27202. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27203. }
  27204. _this._meshPickProceed = true;
  27205. }
  27206. return act;
  27207. };
  27208. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27209. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27210. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27211. btn !== _this._previousButtonPressed) {
  27212. _this._doubleClickOccured = false;
  27213. clickInfo.singleClick = true;
  27214. clickInfo.ignore = false;
  27215. cb(clickInfo, _this._currentPickResult);
  27216. }
  27217. };
  27218. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27219. var clickInfo = new ClickInfo();
  27220. _this._currentPickResult = null;
  27221. var act = null;
  27222. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27223. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27224. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27225. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27226. act = _this._initActionManager(act, clickInfo);
  27227. if (act) {
  27228. checkPicking = act.hasPickTriggers;
  27229. }
  27230. }
  27231. var needToIgnoreNext = false;
  27232. if (checkPicking) {
  27233. var btn = evt.button;
  27234. clickInfo.hasSwiped = _this._isPointerSwiping();
  27235. if (!clickInfo.hasSwiped) {
  27236. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27237. if (!checkSingleClickImmediately) {
  27238. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27239. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27240. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27241. act = _this._initActionManager(act, clickInfo);
  27242. if (act) {
  27243. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27244. }
  27245. }
  27246. }
  27247. if (checkSingleClickImmediately) {
  27248. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27249. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27250. btn !== _this._previousButtonPressed) {
  27251. clickInfo.singleClick = true;
  27252. cb(clickInfo, _this._currentPickResult);
  27253. needToIgnoreNext = true;
  27254. }
  27255. }
  27256. // at least one double click is required to be check and exclusive double click is enabled
  27257. else {
  27258. // wait that no double click has been raised during the double click delay
  27259. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27260. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27261. }
  27262. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27263. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27264. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27265. act = _this._initActionManager(act, clickInfo);
  27266. if (act) {
  27267. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27268. }
  27269. }
  27270. if (checkDoubleClick) {
  27271. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27272. if (btn === _this._previousButtonPressed &&
  27273. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27274. !_this._doubleClickOccured) {
  27275. // pointer has not moved for 2 clicks, it's a double click
  27276. if (!clickInfo.hasSwiped &&
  27277. !_this._isPointerSwiping()) {
  27278. _this._previousStartingPointerTime = 0;
  27279. _this._doubleClickOccured = true;
  27280. clickInfo.doubleClick = true;
  27281. clickInfo.ignore = false;
  27282. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27283. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27284. }
  27285. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27286. cb(clickInfo, _this._currentPickResult);
  27287. }
  27288. // if the two successive clicks are too far, it's just two simple clicks
  27289. else {
  27290. _this._doubleClickOccured = false;
  27291. _this._previousStartingPointerTime = _this._startingPointerTime;
  27292. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27293. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27294. _this._previousButtonPressed = btn;
  27295. if (Scene.ExclusiveDoubleClickMode) {
  27296. if (_this._previousDelayedSimpleClickTimeout) {
  27297. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27298. }
  27299. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27300. cb(clickInfo, _this._previousPickResult);
  27301. }
  27302. else {
  27303. cb(clickInfo, _this._currentPickResult);
  27304. }
  27305. }
  27306. needToIgnoreNext = true;
  27307. }
  27308. // just the first click of the double has been raised
  27309. else {
  27310. _this._doubleClickOccured = false;
  27311. _this._previousStartingPointerTime = _this._startingPointerTime;
  27312. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27313. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27314. _this._previousButtonPressed = btn;
  27315. }
  27316. }
  27317. }
  27318. }
  27319. if (!needToIgnoreNext) {
  27320. cb(clickInfo, _this._currentPickResult);
  27321. }
  27322. };
  27323. this._onPointerMove = function (evt) {
  27324. _this._updatePointerPosition(evt);
  27325. // PreObservable support
  27326. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27327. return;
  27328. }
  27329. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27330. return;
  27331. }
  27332. if (!_this.pointerMovePredicate) {
  27333. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27334. }
  27335. // Meshes
  27336. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27337. _this._processPointerMove(pickResult, evt);
  27338. };
  27339. this._onPointerDown = function (evt) {
  27340. _this._totalPointersPressed++;
  27341. _this._pickedDownMesh = null;
  27342. _this._meshPickProceed = false;
  27343. _this._updatePointerPosition(evt);
  27344. if (_this.preventDefaultOnPointerDown && canvas) {
  27345. evt.preventDefault();
  27346. canvas.focus();
  27347. }
  27348. _this._startingPointerPosition.x = _this._pointerX;
  27349. _this._startingPointerPosition.y = _this._pointerY;
  27350. _this._startingPointerTime = Date.now();
  27351. // PreObservable support
  27352. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27353. return;
  27354. }
  27355. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27356. return;
  27357. }
  27358. _this._pointerCaptures[evt.pointerId] = true;
  27359. if (!_this.pointerDownPredicate) {
  27360. _this.pointerDownPredicate = function (mesh) {
  27361. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27362. };
  27363. }
  27364. // Meshes
  27365. _this._pickedDownMesh = null;
  27366. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27367. _this._processPointerDown(pickResult, evt);
  27368. };
  27369. this._onPointerUp = function (evt) {
  27370. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27371. return; // So we need to test it the pointer down was pressed before.
  27372. }
  27373. _this._totalPointersPressed--;
  27374. _this._pickedUpMesh = null;
  27375. _this._meshPickProceed = false;
  27376. _this._updatePointerPosition(evt);
  27377. if (_this.preventDefaultOnPointerUp && canvas) {
  27378. evt.preventDefault();
  27379. canvas.focus();
  27380. }
  27381. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27382. _this._pointerCaptures[evt.pointerId] = false;
  27383. // PreObservable support
  27384. if (_this.onPrePointerObservable.hasObservers()) {
  27385. if (!clickInfo.ignore) {
  27386. if (!clickInfo.hasSwiped) {
  27387. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27388. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27389. return;
  27390. }
  27391. }
  27392. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27393. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27394. return;
  27395. }
  27396. }
  27397. }
  27398. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27399. return;
  27400. }
  27401. }
  27402. }
  27403. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27404. return;
  27405. }
  27406. if (!_this.pointerUpPredicate) {
  27407. _this.pointerUpPredicate = function (mesh) {
  27408. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27409. };
  27410. }
  27411. // Meshes
  27412. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27413. _this._initActionManager(null, clickInfo);
  27414. }
  27415. if (!pickResult) {
  27416. pickResult = _this._currentPickResult;
  27417. }
  27418. _this._processPointerUp(pickResult, evt, clickInfo);
  27419. _this._previousPickResult = _this._currentPickResult;
  27420. });
  27421. };
  27422. this._onKeyDown = function (evt) {
  27423. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27424. if (_this.onPreKeyboardObservable.hasObservers()) {
  27425. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27426. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27427. if (pi.skipOnPointerObservable) {
  27428. return;
  27429. }
  27430. }
  27431. if (_this.onKeyboardObservable.hasObservers()) {
  27432. var pi = new BABYLON.KeyboardInfo(type, evt);
  27433. _this.onKeyboardObservable.notifyObservers(pi, type);
  27434. }
  27435. if (_this.actionManager) {
  27436. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27437. }
  27438. };
  27439. this._onKeyUp = function (evt) {
  27440. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27441. if (_this.onPreKeyboardObservable.hasObservers()) {
  27442. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27443. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27444. if (pi.skipOnPointerObservable) {
  27445. return;
  27446. }
  27447. }
  27448. if (_this.onKeyboardObservable.hasObservers()) {
  27449. var pi = new BABYLON.KeyboardInfo(type, evt);
  27450. _this.onKeyboardObservable.notifyObservers(pi, type);
  27451. }
  27452. if (_this.actionManager) {
  27453. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27454. }
  27455. };
  27456. var engine = this.getEngine();
  27457. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27458. if (!canvas) {
  27459. return;
  27460. }
  27461. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27462. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27463. });
  27464. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27465. if (!canvas) {
  27466. return;
  27467. }
  27468. canvas.removeEventListener("keydown", _this._onKeyDown);
  27469. canvas.removeEventListener("keyup", _this._onKeyUp);
  27470. });
  27471. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27472. var canvas = this._engine.getRenderingCanvas();
  27473. if (!canvas) {
  27474. return;
  27475. }
  27476. if (attachMove) {
  27477. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27478. // Wheel
  27479. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27480. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27481. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27482. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27483. }
  27484. if (attachDown) {
  27485. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27486. }
  27487. if (attachUp) {
  27488. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27489. }
  27490. canvas.tabIndex = 1;
  27491. };
  27492. /** Detaches all event handlers*/
  27493. Scene.prototype.detachControl = function () {
  27494. var engine = this.getEngine();
  27495. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27496. var canvas = engine.getRenderingCanvas();
  27497. if (!canvas) {
  27498. return;
  27499. }
  27500. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27501. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27502. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27503. if (this._onCanvasBlurObserver) {
  27504. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27505. }
  27506. if (this._onCanvasFocusObserver) {
  27507. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27508. }
  27509. // Wheel
  27510. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27511. // Keyboard
  27512. canvas.removeEventListener("keydown", this._onKeyDown);
  27513. canvas.removeEventListener("keyup", this._onKeyUp);
  27514. // Observables
  27515. this.onKeyboardObservable.clear();
  27516. this.onPreKeyboardObservable.clear();
  27517. this.onPointerObservable.clear();
  27518. this.onPrePointerObservable.clear();
  27519. };
  27520. /**
  27521. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27522. * Delay loaded resources are not taking in account
  27523. * @return true if all required resources are ready
  27524. */
  27525. Scene.prototype.isReady = function () {
  27526. if (this._isDisposed) {
  27527. return false;
  27528. }
  27529. var index;
  27530. var engine = this.getEngine();
  27531. // Effects
  27532. if (!engine.areAllEffectsReady()) {
  27533. return false;
  27534. }
  27535. // Pending data
  27536. if (this._pendingData.length > 0) {
  27537. return false;
  27538. }
  27539. // Meshes
  27540. for (index = 0; index < this.meshes.length; index++) {
  27541. var mesh = this.meshes[index];
  27542. if (!mesh.isEnabled()) {
  27543. continue;
  27544. }
  27545. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27546. continue;
  27547. }
  27548. if (!mesh.isReady(true)) {
  27549. return false;
  27550. }
  27551. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27552. // Is Ready For Mesh
  27553. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27554. var step = _a[_i];
  27555. if (!step.action(mesh, hardwareInstancedRendering)) {
  27556. return false;
  27557. }
  27558. }
  27559. }
  27560. // Geometries
  27561. for (index = 0; index < this.geometries.length; index++) {
  27562. var geometry = this.geometries[index];
  27563. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27564. return false;
  27565. }
  27566. }
  27567. // Post-processes
  27568. if (this.activeCameras && this.activeCameras.length > 0) {
  27569. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27570. var camera = _c[_b];
  27571. if (!camera.isReady(true)) {
  27572. return false;
  27573. }
  27574. }
  27575. }
  27576. else if (this.activeCamera) {
  27577. if (!this.activeCamera.isReady(true)) {
  27578. return false;
  27579. }
  27580. }
  27581. // Particles
  27582. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27583. var particleSystem = _e[_d];
  27584. if (!particleSystem.isReady()) {
  27585. return false;
  27586. }
  27587. }
  27588. return true;
  27589. };
  27590. /** Resets all cached information relative to material (including effect and visibility) */
  27591. Scene.prototype.resetCachedMaterial = function () {
  27592. this._cachedMaterial = null;
  27593. this._cachedEffect = null;
  27594. this._cachedVisibility = null;
  27595. };
  27596. /**
  27597. * Registers a function to be called before every frame render
  27598. * @param func defines the function to register
  27599. */
  27600. Scene.prototype.registerBeforeRender = function (func) {
  27601. this.onBeforeRenderObservable.add(func);
  27602. };
  27603. /**
  27604. * Unregisters a function called before every frame render
  27605. * @param func defines the function to unregister
  27606. */
  27607. Scene.prototype.unregisterBeforeRender = function (func) {
  27608. this.onBeforeRenderObservable.removeCallback(func);
  27609. };
  27610. /**
  27611. * Registers a function to be called after every frame render
  27612. * @param func defines the function to register
  27613. */
  27614. Scene.prototype.registerAfterRender = function (func) {
  27615. this.onAfterRenderObservable.add(func);
  27616. };
  27617. /**
  27618. * Unregisters a function called after every frame render
  27619. * @param func defines the function to unregister
  27620. */
  27621. Scene.prototype.unregisterAfterRender = function (func) {
  27622. this.onAfterRenderObservable.removeCallback(func);
  27623. };
  27624. Scene.prototype._executeOnceBeforeRender = function (func) {
  27625. var _this = this;
  27626. var execFunc = function () {
  27627. func();
  27628. setTimeout(function () {
  27629. _this.unregisterBeforeRender(execFunc);
  27630. });
  27631. };
  27632. this.registerBeforeRender(execFunc);
  27633. };
  27634. /**
  27635. * The provided function will run before render once and will be disposed afterwards.
  27636. * A timeout delay can be provided so that the function will be executed in N ms.
  27637. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27638. * @param func The function to be executed.
  27639. * @param timeout optional delay in ms
  27640. */
  27641. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27642. var _this = this;
  27643. if (timeout !== undefined) {
  27644. setTimeout(function () {
  27645. _this._executeOnceBeforeRender(func);
  27646. }, timeout);
  27647. }
  27648. else {
  27649. this._executeOnceBeforeRender(func);
  27650. }
  27651. };
  27652. /** @hidden */
  27653. Scene.prototype._addPendingData = function (data) {
  27654. this._pendingData.push(data);
  27655. };
  27656. /** @hidden */
  27657. Scene.prototype._removePendingData = function (data) {
  27658. var wasLoading = this.isLoading;
  27659. var index = this._pendingData.indexOf(data);
  27660. if (index !== -1) {
  27661. this._pendingData.splice(index, 1);
  27662. }
  27663. if (wasLoading && !this.isLoading) {
  27664. this.onDataLoadedObservable.notifyObservers(this);
  27665. }
  27666. };
  27667. /**
  27668. * Returns the number of items waiting to be loaded
  27669. * @returns the number of items waiting to be loaded
  27670. */
  27671. Scene.prototype.getWaitingItemsCount = function () {
  27672. return this._pendingData.length;
  27673. };
  27674. Object.defineProperty(Scene.prototype, "isLoading", {
  27675. /**
  27676. * Returns a boolean indicating if the scene is still loading data
  27677. */
  27678. get: function () {
  27679. return this._pendingData.length > 0;
  27680. },
  27681. enumerable: true,
  27682. configurable: true
  27683. });
  27684. /**
  27685. * Registers a function to be executed when the scene is ready
  27686. * @param {Function} func - the function to be executed
  27687. */
  27688. Scene.prototype.executeWhenReady = function (func) {
  27689. var _this = this;
  27690. this.onReadyObservable.add(func);
  27691. if (this._executeWhenReadyTimeoutId !== -1) {
  27692. return;
  27693. }
  27694. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27695. _this._checkIsReady();
  27696. }, 150);
  27697. };
  27698. /**
  27699. * Returns a promise that resolves when the scene is ready
  27700. * @returns A promise that resolves when the scene is ready
  27701. */
  27702. Scene.prototype.whenReadyAsync = function () {
  27703. var _this = this;
  27704. return new Promise(function (resolve) {
  27705. _this.executeWhenReady(function () {
  27706. resolve();
  27707. });
  27708. });
  27709. };
  27710. /** @hidden */
  27711. Scene.prototype._checkIsReady = function () {
  27712. var _this = this;
  27713. this._registerTransientComponents();
  27714. if (this.isReady()) {
  27715. this.onReadyObservable.notifyObservers(this);
  27716. this.onReadyObservable.clear();
  27717. this._executeWhenReadyTimeoutId = -1;
  27718. return;
  27719. }
  27720. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27721. _this._checkIsReady();
  27722. }, 150);
  27723. };
  27724. // Animations
  27725. /**
  27726. * Will start the animation sequence of a given target
  27727. * @param target defines the target
  27728. * @param from defines from which frame should animation start
  27729. * @param to defines until which frame should animation run.
  27730. * @param weight defines the weight to apply to the animation (1.0 by default)
  27731. * @param loop defines if the animation loops
  27732. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27733. * @param onAnimationEnd defines the function to be executed when the animation ends
  27734. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27735. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27736. * @returns the animatable object created for this animation
  27737. */
  27738. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27739. if (weight === void 0) { weight = 1.0; }
  27740. if (speedRatio === void 0) { speedRatio = 1.0; }
  27741. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27742. returnedAnimatable.weight = weight;
  27743. return returnedAnimatable;
  27744. };
  27745. /**
  27746. * Will start the animation sequence of a given target
  27747. * @param target defines the target
  27748. * @param from defines from which frame should animation start
  27749. * @param to defines until which frame should animation run.
  27750. * @param loop defines if the animation loops
  27751. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27752. * @param onAnimationEnd defines the function to be executed when the animation ends
  27753. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27754. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27755. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27756. * @returns the animatable object created for this animation
  27757. */
  27758. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27759. if (speedRatio === void 0) { speedRatio = 1.0; }
  27760. if (stopCurrent === void 0) { stopCurrent = true; }
  27761. if (from > to && speedRatio > 0) {
  27762. speedRatio *= -1;
  27763. }
  27764. if (stopCurrent) {
  27765. this.stopAnimation(target, undefined, targetMask);
  27766. }
  27767. if (!animatable) {
  27768. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27769. }
  27770. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27771. // Local animations
  27772. if (target.animations && shouldRunTargetAnimations) {
  27773. animatable.appendAnimations(target, target.animations);
  27774. }
  27775. // Children animations
  27776. if (target.getAnimatables) {
  27777. var animatables = target.getAnimatables();
  27778. for (var index = 0; index < animatables.length; index++) {
  27779. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27780. }
  27781. }
  27782. animatable.reset();
  27783. return animatable;
  27784. };
  27785. /**
  27786. * Will start the animation sequence of a given target and its hierarchy
  27787. * @param target defines the target
  27788. * @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.
  27789. * @param from defines from which frame should animation start
  27790. * @param to defines until which frame should animation run.
  27791. * @param loop defines if the animation loops
  27792. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27793. * @param onAnimationEnd defines the function to be executed when the animation ends
  27794. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27795. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27796. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27797. * @returns the list of created animatables
  27798. */
  27799. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27800. if (speedRatio === void 0) { speedRatio = 1.0; }
  27801. if (stopCurrent === void 0) { stopCurrent = true; }
  27802. var children = target.getDescendants(directDescendantsOnly);
  27803. var result = [];
  27804. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27805. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27806. var child = children_1[_i];
  27807. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27808. }
  27809. return result;
  27810. };
  27811. /**
  27812. * Begin a new animation on a given node
  27813. * @param target defines the target where the animation will take place
  27814. * @param animations defines the list of animations to start
  27815. * @param from defines the initial value
  27816. * @param to defines the final value
  27817. * @param loop defines if you want animation to loop (off by default)
  27818. * @param speedRatio defines the speed ratio to apply to all animations
  27819. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27820. * @returns the list of created animatables
  27821. */
  27822. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27823. if (speedRatio === undefined) {
  27824. speedRatio = 1.0;
  27825. }
  27826. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27827. return animatable;
  27828. };
  27829. /**
  27830. * Begin a new animation on a given node and its hierarchy
  27831. * @param target defines the root node where the animation will take place
  27832. * @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.
  27833. * @param animations defines the list of animations to start
  27834. * @param from defines the initial value
  27835. * @param to defines the final value
  27836. * @param loop defines if you want animation to loop (off by default)
  27837. * @param speedRatio defines the speed ratio to apply to all animations
  27838. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27839. * @returns the list of animatables created for all nodes
  27840. */
  27841. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27842. var children = target.getDescendants(directDescendantsOnly);
  27843. var result = [];
  27844. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27845. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27846. var child = children_2[_i];
  27847. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27848. }
  27849. return result;
  27850. };
  27851. /**
  27852. * Gets the animatable associated with a specific target
  27853. * @param target defines the target of the animatable
  27854. * @returns the required animatable if found
  27855. */
  27856. Scene.prototype.getAnimatableByTarget = function (target) {
  27857. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27858. if (this._activeAnimatables[index].target === target) {
  27859. return this._activeAnimatables[index];
  27860. }
  27861. }
  27862. return null;
  27863. };
  27864. /**
  27865. * Gets all animatables associated with a given target
  27866. * @param target defines the target to look animatables for
  27867. * @returns an array of Animatables
  27868. */
  27869. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27870. var result = [];
  27871. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27872. if (this._activeAnimatables[index].target === target) {
  27873. result.push(this._activeAnimatables[index]);
  27874. }
  27875. }
  27876. return result;
  27877. };
  27878. Object.defineProperty(Scene.prototype, "animatables", {
  27879. /**
  27880. * Gets all animatable attached to the scene
  27881. */
  27882. get: function () {
  27883. return this._activeAnimatables;
  27884. },
  27885. enumerable: true,
  27886. configurable: true
  27887. });
  27888. /**
  27889. * Will stop the animation of the given target
  27890. * @param target - the target
  27891. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27892. * @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)
  27893. */
  27894. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27895. var animatables = this.getAllAnimatablesByTarget(target);
  27896. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27897. var animatable = animatables_1[_i];
  27898. animatable.stop(animationName, targetMask);
  27899. }
  27900. };
  27901. /**
  27902. * Stops and removes all animations that have been applied to the scene
  27903. */
  27904. Scene.prototype.stopAllAnimations = function () {
  27905. if (this._activeAnimatables) {
  27906. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27907. this._activeAnimatables[i].stop();
  27908. }
  27909. this._activeAnimatables = [];
  27910. }
  27911. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27912. var group = _a[_i];
  27913. group.stop();
  27914. }
  27915. };
  27916. Scene.prototype._animate = function () {
  27917. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27918. return;
  27919. }
  27920. // Getting time
  27921. var now = BABYLON.Tools.Now;
  27922. if (!this._animationTimeLast) {
  27923. if (this._pendingData.length > 0) {
  27924. return;
  27925. }
  27926. this._animationTimeLast = now;
  27927. }
  27928. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27929. this._animationTime += deltaTime;
  27930. this._animationTimeLast = now;
  27931. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27932. this._activeAnimatables[index]._animate(this._animationTime);
  27933. }
  27934. // Late animation bindings
  27935. this._processLateAnimationBindings();
  27936. };
  27937. /** @hidden */
  27938. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27939. var target = runtimeAnimation.target;
  27940. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27941. if (!target._lateAnimationHolders) {
  27942. target._lateAnimationHolders = {};
  27943. }
  27944. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27945. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27946. totalWeight: 0,
  27947. animations: [],
  27948. originalValue: originalValue
  27949. };
  27950. }
  27951. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27952. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27953. };
  27954. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27955. var normalizer = 1.0;
  27956. var finalPosition = BABYLON.Tmp.Vector3[0];
  27957. var finalScaling = BABYLON.Tmp.Vector3[1];
  27958. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27959. var startIndex = 0;
  27960. var originalAnimation = holder.animations[0];
  27961. var originalValue = holder.originalValue;
  27962. var scale = 1;
  27963. if (holder.totalWeight < 1.0) {
  27964. // We need to mix the original value in
  27965. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27966. scale = 1.0 - holder.totalWeight;
  27967. }
  27968. else {
  27969. startIndex = 1;
  27970. // We need to normalize the weights
  27971. normalizer = holder.totalWeight;
  27972. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27973. scale = originalAnimation.weight / normalizer;
  27974. if (scale == 1) {
  27975. return originalAnimation.currentValue;
  27976. }
  27977. }
  27978. finalScaling.scaleInPlace(scale);
  27979. finalPosition.scaleInPlace(scale);
  27980. finalQuaternion.scaleInPlace(scale);
  27981. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27982. var runtimeAnimation = holder.animations[animIndex];
  27983. var scale = runtimeAnimation.weight / normalizer;
  27984. var currentPosition = BABYLON.Tmp.Vector3[2];
  27985. var currentScaling = BABYLON.Tmp.Vector3[3];
  27986. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27987. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27988. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27989. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27990. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27991. }
  27992. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27993. return originalAnimation._workValue;
  27994. };
  27995. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27996. var originalAnimation = holder.animations[0];
  27997. var originalValue = holder.originalValue;
  27998. if (holder.animations.length === 1) {
  27999. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28000. return refQuaternion;
  28001. }
  28002. var normalizer = 1.0;
  28003. var quaternions;
  28004. var weights;
  28005. if (holder.totalWeight < 1.0) {
  28006. var scale = 1.0 - holder.totalWeight;
  28007. quaternions = [];
  28008. weights = [];
  28009. quaternions.push(originalValue);
  28010. weights.push(scale);
  28011. }
  28012. else {
  28013. if (holder.animations.length === 2) { // Slerp as soon as we can
  28014. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28015. return refQuaternion;
  28016. }
  28017. quaternions = [];
  28018. weights = [];
  28019. normalizer = holder.totalWeight;
  28020. }
  28021. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28022. var runtimeAnimation = holder.animations[animIndex];
  28023. quaternions.push(runtimeAnimation.currentValue);
  28024. weights.push(runtimeAnimation.weight / normalizer);
  28025. }
  28026. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28027. var cumulativeAmount = 0;
  28028. var cumulativeQuaternion = null;
  28029. for (var index = 0; index < quaternions.length;) {
  28030. if (!cumulativeQuaternion) {
  28031. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28032. cumulativeQuaternion = refQuaternion;
  28033. cumulativeAmount = weights[index] + weights[index + 1];
  28034. index += 2;
  28035. continue;
  28036. }
  28037. cumulativeAmount += weights[index];
  28038. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28039. index++;
  28040. }
  28041. return cumulativeQuaternion;
  28042. };
  28043. Scene.prototype._processLateAnimationBindings = function () {
  28044. if (!this._registeredForLateAnimationBindings.length) {
  28045. return;
  28046. }
  28047. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28048. var target = this._registeredForLateAnimationBindings.data[index];
  28049. for (var path in target._lateAnimationHolders) {
  28050. var holder = target._lateAnimationHolders[path];
  28051. var originalAnimation = holder.animations[0];
  28052. var originalValue = holder.originalValue;
  28053. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28054. var finalValue = target[path];
  28055. if (matrixDecomposeMode) {
  28056. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28057. }
  28058. else {
  28059. var quaternionMode = originalValue.w !== undefined;
  28060. if (quaternionMode) {
  28061. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28062. }
  28063. else {
  28064. var startIndex = 0;
  28065. var normalizer = 1.0;
  28066. if (holder.totalWeight < 1.0) {
  28067. // We need to mix the original value in
  28068. if (originalValue.scale) {
  28069. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28070. }
  28071. else {
  28072. finalValue = originalValue * (1.0 - holder.totalWeight);
  28073. }
  28074. }
  28075. else {
  28076. // We need to normalize the weights
  28077. normalizer = holder.totalWeight;
  28078. var scale_1 = originalAnimation.weight / normalizer;
  28079. if (scale_1 !== 1) {
  28080. if (originalAnimation.currentValue.scale) {
  28081. finalValue = originalAnimation.currentValue.scale(scale_1);
  28082. }
  28083. else {
  28084. finalValue = originalAnimation.currentValue * scale_1;
  28085. }
  28086. }
  28087. else {
  28088. finalValue = originalAnimation.currentValue;
  28089. }
  28090. startIndex = 1;
  28091. }
  28092. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28093. var runtimeAnimation = holder.animations[animIndex];
  28094. var scale = runtimeAnimation.weight / normalizer;
  28095. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28096. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28097. }
  28098. else {
  28099. finalValue += runtimeAnimation.currentValue * scale;
  28100. }
  28101. }
  28102. }
  28103. }
  28104. target[path] = finalValue;
  28105. }
  28106. target._lateAnimationHolders = {};
  28107. }
  28108. this._registeredForLateAnimationBindings.reset();
  28109. };
  28110. // Matrix
  28111. /** @hidden */
  28112. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28113. this._useAlternateCameraConfiguration = active;
  28114. };
  28115. /**
  28116. * Gets the current view matrix
  28117. * @returns a Matrix
  28118. */
  28119. Scene.prototype.getViewMatrix = function () {
  28120. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28121. };
  28122. /**
  28123. * Gets the current projection matrix
  28124. * @returns a Matrix
  28125. */
  28126. Scene.prototype.getProjectionMatrix = function () {
  28127. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28128. };
  28129. /**
  28130. * Gets the current transform matrix
  28131. * @returns a Matrix made of View * Projection
  28132. */
  28133. Scene.prototype.getTransformMatrix = function () {
  28134. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28135. };
  28136. /**
  28137. * Sets the current transform matrix
  28138. * @param view defines the View matrix to use
  28139. * @param projection defines the Projection matrix to use
  28140. */
  28141. Scene.prototype.setTransformMatrix = function (view, projection) {
  28142. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28143. return;
  28144. }
  28145. this._viewUpdateFlag = view.updateFlag;
  28146. this._projectionUpdateFlag = projection.updateFlag;
  28147. this._viewMatrix = view;
  28148. this._projectionMatrix = projection;
  28149. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28150. // Update frustum
  28151. if (!this._frustumPlanes) {
  28152. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28153. }
  28154. else {
  28155. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28156. }
  28157. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28158. var otherCamera = this.activeCamera._alternateCamera;
  28159. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28160. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28161. }
  28162. if (this._sceneUbo.useUbo) {
  28163. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28164. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28165. this._sceneUbo.update();
  28166. }
  28167. };
  28168. /** @hidden */
  28169. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28170. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28171. return;
  28172. }
  28173. this._alternateViewUpdateFlag = view.updateFlag;
  28174. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28175. this._alternateViewMatrix = view;
  28176. this._alternateProjectionMatrix = projection;
  28177. if (!this._alternateTransformMatrix) {
  28178. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28179. }
  28180. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28181. if (!this._alternateSceneUbo) {
  28182. this._createAlternateUbo();
  28183. }
  28184. if (this._alternateSceneUbo.useUbo) {
  28185. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28186. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28187. this._alternateSceneUbo.update();
  28188. }
  28189. };
  28190. /**
  28191. * Gets the uniform buffer used to store scene data
  28192. * @returns a UniformBuffer
  28193. */
  28194. Scene.prototype.getSceneUniformBuffer = function () {
  28195. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28196. };
  28197. /**
  28198. * Gets an unique (relatively to the current scene) Id
  28199. * @returns an unique number for the scene
  28200. */
  28201. Scene.prototype.getUniqueId = function () {
  28202. var result = Scene._uniqueIdCounter;
  28203. Scene._uniqueIdCounter++;
  28204. return result;
  28205. };
  28206. /**
  28207. * Add a mesh to the list of scene's meshes
  28208. * @param newMesh defines the mesh to add
  28209. * @param recursive if all child meshes should also be added to the scene
  28210. */
  28211. Scene.prototype.addMesh = function (newMesh, recursive) {
  28212. var _this = this;
  28213. if (recursive === void 0) { recursive = false; }
  28214. this.meshes.push(newMesh);
  28215. //notify the collision coordinator
  28216. if (this.collisionCoordinator) {
  28217. this.collisionCoordinator.onMeshAdded(newMesh);
  28218. }
  28219. newMesh._resyncLightSources();
  28220. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28221. if (recursive) {
  28222. newMesh.getChildMeshes().forEach(function (m) {
  28223. _this.addMesh(m);
  28224. });
  28225. }
  28226. };
  28227. /**
  28228. * Remove a mesh for the list of scene's meshes
  28229. * @param toRemove defines the mesh to remove
  28230. * @param recursive if all child meshes should also be removed from the scene
  28231. * @returns the index where the mesh was in the mesh list
  28232. */
  28233. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28234. var _this = this;
  28235. if (recursive === void 0) { recursive = false; }
  28236. var index = this.meshes.indexOf(toRemove);
  28237. if (index !== -1) {
  28238. // Remove from the scene if mesh found
  28239. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28240. this.meshes.pop();
  28241. }
  28242. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28243. if (recursive) {
  28244. toRemove.getChildMeshes().forEach(function (m) {
  28245. _this.removeMesh(m);
  28246. });
  28247. }
  28248. return index;
  28249. };
  28250. /**
  28251. * Add a transform node to the list of scene's transform nodes
  28252. * @param newTransformNode defines the transform node to add
  28253. */
  28254. Scene.prototype.addTransformNode = function (newTransformNode) {
  28255. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28256. this.transformNodes.push(newTransformNode);
  28257. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28258. };
  28259. /**
  28260. * Remove a transform node for the list of scene's transform nodes
  28261. * @param toRemove defines the transform node to remove
  28262. * @returns the index where the transform node was in the transform node list
  28263. */
  28264. Scene.prototype.removeTransformNode = function (toRemove) {
  28265. var index = toRemove._indexInSceneTransformNodesArray;
  28266. if (index !== -1) {
  28267. if (index !== this.transformNodes.length - 1) {
  28268. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28269. this.transformNodes[index] = lastNode;
  28270. lastNode._indexInSceneTransformNodesArray = index;
  28271. }
  28272. toRemove._indexInSceneTransformNodesArray = -1;
  28273. this.transformNodes.pop();
  28274. }
  28275. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28276. return index;
  28277. };
  28278. /**
  28279. * Remove a skeleton for the list of scene's skeletons
  28280. * @param toRemove defines the skeleton to remove
  28281. * @returns the index where the skeleton was in the skeleton list
  28282. */
  28283. Scene.prototype.removeSkeleton = function (toRemove) {
  28284. var index = this.skeletons.indexOf(toRemove);
  28285. if (index !== -1) {
  28286. // Remove from the scene if found
  28287. this.skeletons.splice(index, 1);
  28288. }
  28289. return index;
  28290. };
  28291. /**
  28292. * Remove a morph target for the list of scene's morph targets
  28293. * @param toRemove defines the morph target to remove
  28294. * @returns the index where the morph target was in the morph target list
  28295. */
  28296. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28297. var index = this.morphTargetManagers.indexOf(toRemove);
  28298. if (index !== -1) {
  28299. // Remove from the scene if found
  28300. this.morphTargetManagers.splice(index, 1);
  28301. }
  28302. return index;
  28303. };
  28304. /**
  28305. * Remove a light for the list of scene's lights
  28306. * @param toRemove defines the light to remove
  28307. * @returns the index where the light was in the light list
  28308. */
  28309. Scene.prototype.removeLight = function (toRemove) {
  28310. var index = this.lights.indexOf(toRemove);
  28311. if (index !== -1) {
  28312. // Remove from meshes
  28313. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28314. var mesh = _a[_i];
  28315. mesh._removeLightSource(toRemove);
  28316. }
  28317. // Remove from the scene if mesh found
  28318. this.lights.splice(index, 1);
  28319. this.sortLightsByPriority();
  28320. }
  28321. this.onLightRemovedObservable.notifyObservers(toRemove);
  28322. return index;
  28323. };
  28324. /**
  28325. * Remove a camera for the list of scene's cameras
  28326. * @param toRemove defines the camera to remove
  28327. * @returns the index where the camera was in the camera list
  28328. */
  28329. Scene.prototype.removeCamera = function (toRemove) {
  28330. var index = this.cameras.indexOf(toRemove);
  28331. if (index !== -1) {
  28332. // Remove from the scene if mesh found
  28333. this.cameras.splice(index, 1);
  28334. }
  28335. // Remove from activeCameras
  28336. var index2 = this.activeCameras.indexOf(toRemove);
  28337. if (index2 !== -1) {
  28338. // Remove from the scene if mesh found
  28339. this.activeCameras.splice(index2, 1);
  28340. }
  28341. // Reset the activeCamera
  28342. if (this.activeCamera === toRemove) {
  28343. if (this.cameras.length > 0) {
  28344. this.activeCamera = this.cameras[0];
  28345. }
  28346. else {
  28347. this.activeCamera = null;
  28348. }
  28349. }
  28350. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28351. return index;
  28352. };
  28353. /**
  28354. * Remove a particle system for the list of scene's particle systems
  28355. * @param toRemove defines the particle system to remove
  28356. * @returns the index where the particle system was in the particle system list
  28357. */
  28358. Scene.prototype.removeParticleSystem = function (toRemove) {
  28359. var index = this.particleSystems.indexOf(toRemove);
  28360. if (index !== -1) {
  28361. this.particleSystems.splice(index, 1);
  28362. }
  28363. return index;
  28364. };
  28365. /**
  28366. * Remove a animation for the list of scene's animations
  28367. * @param toRemove defines the animation to remove
  28368. * @returns the index where the animation was in the animation list
  28369. */
  28370. Scene.prototype.removeAnimation = function (toRemove) {
  28371. var index = this.animations.indexOf(toRemove);
  28372. if (index !== -1) {
  28373. this.animations.splice(index, 1);
  28374. }
  28375. return index;
  28376. };
  28377. /**
  28378. * Removes the given animation group from this scene.
  28379. * @param toRemove The animation group to remove
  28380. * @returns The index of the removed animation group
  28381. */
  28382. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28383. var index = this.animationGroups.indexOf(toRemove);
  28384. if (index !== -1) {
  28385. this.animationGroups.splice(index, 1);
  28386. }
  28387. return index;
  28388. };
  28389. /**
  28390. * Removes the given multi-material from this scene.
  28391. * @param toRemove The multi-material to remove
  28392. * @returns The index of the removed multi-material
  28393. */
  28394. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28395. var index = this.multiMaterials.indexOf(toRemove);
  28396. if (index !== -1) {
  28397. this.multiMaterials.splice(index, 1);
  28398. }
  28399. return index;
  28400. };
  28401. /**
  28402. * Removes the given material from this scene.
  28403. * @param toRemove The material to remove
  28404. * @returns The index of the removed material
  28405. */
  28406. Scene.prototype.removeMaterial = function (toRemove) {
  28407. var index = toRemove._indexInSceneMaterialArray;
  28408. if (index !== -1) {
  28409. if (index !== this.materials.length - 1) {
  28410. var lastMaterial = this.materials[this.materials.length - 1];
  28411. this.materials[index] = lastMaterial;
  28412. lastMaterial._indexInSceneMaterialArray = index;
  28413. }
  28414. toRemove._indexInSceneMaterialArray = -1;
  28415. this.materials.pop();
  28416. }
  28417. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28418. return index;
  28419. };
  28420. /**
  28421. * Removes the given action manager from this scene.
  28422. * @param toRemove The action manager to remove
  28423. * @returns The index of the removed action manager
  28424. */
  28425. Scene.prototype.removeActionManager = function (toRemove) {
  28426. var index = this.actionManagers.indexOf(toRemove);
  28427. if (index !== -1) {
  28428. this.actionManagers.splice(index, 1);
  28429. }
  28430. return index;
  28431. };
  28432. /**
  28433. * Removes the given texture from this scene.
  28434. * @param toRemove The texture to remove
  28435. * @returns The index of the removed texture
  28436. */
  28437. Scene.prototype.removeTexture = function (toRemove) {
  28438. var index = this.textures.indexOf(toRemove);
  28439. if (index !== -1) {
  28440. this.textures.splice(index, 1);
  28441. }
  28442. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28443. return index;
  28444. };
  28445. /**
  28446. * Adds the given light to this scene
  28447. * @param newLight The light to add
  28448. */
  28449. Scene.prototype.addLight = function (newLight) {
  28450. this.lights.push(newLight);
  28451. this.sortLightsByPriority();
  28452. // Add light to all meshes (To support if the light is removed and then readded)
  28453. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28454. var mesh = _a[_i];
  28455. if (mesh._lightSources.indexOf(newLight) === -1) {
  28456. mesh._lightSources.push(newLight);
  28457. mesh._resyncLightSources();
  28458. }
  28459. }
  28460. this.onNewLightAddedObservable.notifyObservers(newLight);
  28461. };
  28462. /**
  28463. * Sorts the list list based on light priorities
  28464. */
  28465. Scene.prototype.sortLightsByPriority = function () {
  28466. if (this.requireLightSorting) {
  28467. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28468. }
  28469. };
  28470. /**
  28471. * Adds the given camera to this scene
  28472. * @param newCamera The camera to add
  28473. */
  28474. Scene.prototype.addCamera = function (newCamera) {
  28475. this.cameras.push(newCamera);
  28476. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28477. };
  28478. /**
  28479. * Adds the given skeleton to this scene
  28480. * @param newSkeleton The skeleton to add
  28481. */
  28482. Scene.prototype.addSkeleton = function (newSkeleton) {
  28483. this.skeletons.push(newSkeleton);
  28484. };
  28485. /**
  28486. * Adds the given particle system to this scene
  28487. * @param newParticleSystem The particle system to add
  28488. */
  28489. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28490. this.particleSystems.push(newParticleSystem);
  28491. };
  28492. /**
  28493. * Adds the given animation to this scene
  28494. * @param newAnimation The animation to add
  28495. */
  28496. Scene.prototype.addAnimation = function (newAnimation) {
  28497. this.animations.push(newAnimation);
  28498. };
  28499. /**
  28500. * Adds the given animation group to this scene.
  28501. * @param newAnimationGroup The animation group to add
  28502. */
  28503. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28504. this.animationGroups.push(newAnimationGroup);
  28505. };
  28506. /**
  28507. * Adds the given multi-material to this scene
  28508. * @param newMultiMaterial The multi-material to add
  28509. */
  28510. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28511. this.multiMaterials.push(newMultiMaterial);
  28512. };
  28513. /**
  28514. * Adds the given material to this scene
  28515. * @param newMaterial The material to add
  28516. */
  28517. Scene.prototype.addMaterial = function (newMaterial) {
  28518. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28519. this.materials.push(newMaterial);
  28520. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28521. };
  28522. /**
  28523. * Adds the given morph target to this scene
  28524. * @param newMorphTargetManager The morph target to add
  28525. */
  28526. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28527. this.morphTargetManagers.push(newMorphTargetManager);
  28528. };
  28529. /**
  28530. * Adds the given geometry to this scene
  28531. * @param newGeometry The geometry to add
  28532. */
  28533. Scene.prototype.addGeometry = function (newGeometry) {
  28534. if (this.geometriesById) {
  28535. this.geometriesById[newGeometry.id] = this.geometries.length;
  28536. }
  28537. this.geometries.push(newGeometry);
  28538. };
  28539. /**
  28540. * Adds the given action manager to this scene
  28541. * @param newActionManager The action manager to add
  28542. */
  28543. Scene.prototype.addActionManager = function (newActionManager) {
  28544. this.actionManagers.push(newActionManager);
  28545. };
  28546. /**
  28547. * Adds the given texture to this scene.
  28548. * @param newTexture The texture to add
  28549. */
  28550. Scene.prototype.addTexture = function (newTexture) {
  28551. this.textures.push(newTexture);
  28552. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28553. };
  28554. /**
  28555. * Switch active camera
  28556. * @param newCamera defines the new active camera
  28557. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28558. */
  28559. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28560. if (attachControl === void 0) { attachControl = true; }
  28561. var canvas = this._engine.getRenderingCanvas();
  28562. if (!canvas) {
  28563. return;
  28564. }
  28565. if (this.activeCamera) {
  28566. this.activeCamera.detachControl(canvas);
  28567. }
  28568. this.activeCamera = newCamera;
  28569. if (attachControl) {
  28570. newCamera.attachControl(canvas);
  28571. }
  28572. };
  28573. /**
  28574. * sets the active camera of the scene using its ID
  28575. * @param id defines the camera's ID
  28576. * @return the new active camera or null if none found.
  28577. */
  28578. Scene.prototype.setActiveCameraByID = function (id) {
  28579. var camera = this.getCameraByID(id);
  28580. if (camera) {
  28581. this.activeCamera = camera;
  28582. return camera;
  28583. }
  28584. return null;
  28585. };
  28586. /**
  28587. * sets the active camera of the scene using its name
  28588. * @param name defines the camera's name
  28589. * @returns the new active camera or null if none found.
  28590. */
  28591. Scene.prototype.setActiveCameraByName = function (name) {
  28592. var camera = this.getCameraByName(name);
  28593. if (camera) {
  28594. this.activeCamera = camera;
  28595. return camera;
  28596. }
  28597. return null;
  28598. };
  28599. /**
  28600. * get an animation group using its name
  28601. * @param name defines the material's name
  28602. * @return the animation group or null if none found.
  28603. */
  28604. Scene.prototype.getAnimationGroupByName = function (name) {
  28605. for (var index = 0; index < this.animationGroups.length; index++) {
  28606. if (this.animationGroups[index].name === name) {
  28607. return this.animationGroups[index];
  28608. }
  28609. }
  28610. return null;
  28611. };
  28612. /**
  28613. * get a material using its id
  28614. * @param id defines the material's ID
  28615. * @return the material or null if none found.
  28616. */
  28617. Scene.prototype.getMaterialByID = function (id) {
  28618. for (var index = 0; index < this.materials.length; index++) {
  28619. if (this.materials[index].id === id) {
  28620. return this.materials[index];
  28621. }
  28622. }
  28623. return null;
  28624. };
  28625. /**
  28626. * Gets a material using its name
  28627. * @param name defines the material's name
  28628. * @return the material or null if none found.
  28629. */
  28630. Scene.prototype.getMaterialByName = function (name) {
  28631. for (var index = 0; index < this.materials.length; index++) {
  28632. if (this.materials[index].name === name) {
  28633. return this.materials[index];
  28634. }
  28635. }
  28636. return null;
  28637. };
  28638. /**
  28639. * Gets a camera using its id
  28640. * @param id defines the id to look for
  28641. * @returns the camera or null if not found
  28642. */
  28643. Scene.prototype.getCameraByID = function (id) {
  28644. for (var index = 0; index < this.cameras.length; index++) {
  28645. if (this.cameras[index].id === id) {
  28646. return this.cameras[index];
  28647. }
  28648. }
  28649. return null;
  28650. };
  28651. /**
  28652. * Gets a camera using its unique id
  28653. * @param uniqueId defines the unique id to look for
  28654. * @returns the camera or null if not found
  28655. */
  28656. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28657. for (var index = 0; index < this.cameras.length; index++) {
  28658. if (this.cameras[index].uniqueId === uniqueId) {
  28659. return this.cameras[index];
  28660. }
  28661. }
  28662. return null;
  28663. };
  28664. /**
  28665. * Gets a camera using its name
  28666. * @param name defines the camera's name
  28667. * @return the camera or null if none found.
  28668. */
  28669. Scene.prototype.getCameraByName = function (name) {
  28670. for (var index = 0; index < this.cameras.length; index++) {
  28671. if (this.cameras[index].name === name) {
  28672. return this.cameras[index];
  28673. }
  28674. }
  28675. return null;
  28676. };
  28677. /**
  28678. * Gets a bone using its id
  28679. * @param id defines the bone's id
  28680. * @return the bone or null if not found
  28681. */
  28682. Scene.prototype.getBoneByID = function (id) {
  28683. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28684. var skeleton = this.skeletons[skeletonIndex];
  28685. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28686. if (skeleton.bones[boneIndex].id === id) {
  28687. return skeleton.bones[boneIndex];
  28688. }
  28689. }
  28690. }
  28691. return null;
  28692. };
  28693. /**
  28694. * Gets a bone using its id
  28695. * @param name defines the bone's name
  28696. * @return the bone or null if not found
  28697. */
  28698. Scene.prototype.getBoneByName = function (name) {
  28699. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28700. var skeleton = this.skeletons[skeletonIndex];
  28701. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28702. if (skeleton.bones[boneIndex].name === name) {
  28703. return skeleton.bones[boneIndex];
  28704. }
  28705. }
  28706. }
  28707. return null;
  28708. };
  28709. /**
  28710. * Gets a light node using its name
  28711. * @param name defines the the light's name
  28712. * @return the light or null if none found.
  28713. */
  28714. Scene.prototype.getLightByName = function (name) {
  28715. for (var index = 0; index < this.lights.length; index++) {
  28716. if (this.lights[index].name === name) {
  28717. return this.lights[index];
  28718. }
  28719. }
  28720. return null;
  28721. };
  28722. /**
  28723. * Gets a light node using its id
  28724. * @param id defines the light's id
  28725. * @return the light or null if none found.
  28726. */
  28727. Scene.prototype.getLightByID = function (id) {
  28728. for (var index = 0; index < this.lights.length; index++) {
  28729. if (this.lights[index].id === id) {
  28730. return this.lights[index];
  28731. }
  28732. }
  28733. return null;
  28734. };
  28735. /**
  28736. * Gets a light node using its scene-generated unique ID
  28737. * @param uniqueId defines the light's unique id
  28738. * @return the light or null if none found.
  28739. */
  28740. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28741. for (var index = 0; index < this.lights.length; index++) {
  28742. if (this.lights[index].uniqueId === uniqueId) {
  28743. return this.lights[index];
  28744. }
  28745. }
  28746. return null;
  28747. };
  28748. /**
  28749. * Gets a particle system by id
  28750. * @param id defines the particle system id
  28751. * @return the corresponding system or null if none found
  28752. */
  28753. Scene.prototype.getParticleSystemByID = function (id) {
  28754. for (var index = 0; index < this.particleSystems.length; index++) {
  28755. if (this.particleSystems[index].id === id) {
  28756. return this.particleSystems[index];
  28757. }
  28758. }
  28759. return null;
  28760. };
  28761. /**
  28762. * Gets a geometry using its ID
  28763. * @param id defines the geometry's id
  28764. * @return the geometry or null if none found.
  28765. */
  28766. Scene.prototype.getGeometryByID = function (id) {
  28767. if (this.geometriesById) {
  28768. var index_1 = this.geometriesById[id];
  28769. if (index_1 !== undefined) {
  28770. return this.geometries[index_1];
  28771. }
  28772. }
  28773. else {
  28774. for (var index = 0; index < this.geometries.length; index++) {
  28775. if (this.geometries[index].id === id) {
  28776. return this.geometries[index];
  28777. }
  28778. }
  28779. }
  28780. return null;
  28781. };
  28782. Scene.prototype._getGeometryByUniqueID = function (id) {
  28783. for (var index = 0; index < this.geometries.length; index++) {
  28784. if (this.geometries[index].uniqueId === id) {
  28785. return this.geometries[index];
  28786. }
  28787. }
  28788. return null;
  28789. };
  28790. /**
  28791. * Add a new geometry to this scene
  28792. * @param geometry defines the geometry to be added to the scene.
  28793. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28794. * @return a boolean defining if the geometry was added or not
  28795. */
  28796. Scene.prototype.pushGeometry = function (geometry, force) {
  28797. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28798. return false;
  28799. }
  28800. this.addGeometry(geometry);
  28801. //notify the collision coordinator
  28802. if (this.collisionCoordinator) {
  28803. this.collisionCoordinator.onGeometryAdded(geometry);
  28804. }
  28805. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28806. return true;
  28807. };
  28808. /**
  28809. * Removes an existing geometry
  28810. * @param geometry defines the geometry to be removed from the scene
  28811. * @return a boolean defining if the geometry was removed or not
  28812. */
  28813. Scene.prototype.removeGeometry = function (geometry) {
  28814. var index;
  28815. if (this.geometriesById) {
  28816. index = this.geometriesById[geometry.id];
  28817. if (index === undefined) {
  28818. return false;
  28819. }
  28820. }
  28821. else {
  28822. index = this.geometries.indexOf(geometry);
  28823. if (index < 0) {
  28824. return false;
  28825. }
  28826. }
  28827. if (index !== this.geometries.length - 1) {
  28828. var lastGeometry = this.geometries[this.geometries.length - 1];
  28829. this.geometries[index] = lastGeometry;
  28830. if (this.geometriesById) {
  28831. this.geometriesById[lastGeometry.id] = index;
  28832. this.geometriesById[geometry.id] = undefined;
  28833. }
  28834. }
  28835. this.geometries.pop();
  28836. //notify the collision coordinator
  28837. if (this.collisionCoordinator) {
  28838. this.collisionCoordinator.onGeometryDeleted(geometry);
  28839. }
  28840. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28841. return true;
  28842. };
  28843. /**
  28844. * Gets the list of geometries attached to the scene
  28845. * @returns an array of Geometry
  28846. */
  28847. Scene.prototype.getGeometries = function () {
  28848. return this.geometries;
  28849. };
  28850. /**
  28851. * Gets the first added mesh found of a given ID
  28852. * @param id defines the id to search for
  28853. * @return the mesh found or null if not found at all
  28854. */
  28855. Scene.prototype.getMeshByID = function (id) {
  28856. for (var index = 0; index < this.meshes.length; index++) {
  28857. if (this.meshes[index].id === id) {
  28858. return this.meshes[index];
  28859. }
  28860. }
  28861. return null;
  28862. };
  28863. /**
  28864. * Gets a list of meshes using their id
  28865. * @param id defines the id to search for
  28866. * @returns a list of meshes
  28867. */
  28868. Scene.prototype.getMeshesByID = function (id) {
  28869. return this.meshes.filter(function (m) {
  28870. return m.id === id;
  28871. });
  28872. };
  28873. /**
  28874. * Gets the first added transform node found of a given ID
  28875. * @param id defines the id to search for
  28876. * @return the found transform node or null if not found at all.
  28877. */
  28878. Scene.prototype.getTransformNodeByID = function (id) {
  28879. for (var index = 0; index < this.transformNodes.length; index++) {
  28880. if (this.transformNodes[index].id === id) {
  28881. return this.transformNodes[index];
  28882. }
  28883. }
  28884. return null;
  28885. };
  28886. /**
  28887. * Gets a list of transform nodes using their id
  28888. * @param id defines the id to search for
  28889. * @returns a list of transform nodes
  28890. */
  28891. Scene.prototype.getTransformNodesByID = function (id) {
  28892. return this.transformNodes.filter(function (m) {
  28893. return m.id === id;
  28894. });
  28895. };
  28896. /**
  28897. * Gets a mesh with its auto-generated unique id
  28898. * @param uniqueId defines the unique id to search for
  28899. * @return the found mesh or null if not found at all.
  28900. */
  28901. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28902. for (var index = 0; index < this.meshes.length; index++) {
  28903. if (this.meshes[index].uniqueId === uniqueId) {
  28904. return this.meshes[index];
  28905. }
  28906. }
  28907. return null;
  28908. };
  28909. /**
  28910. * Gets a the last added mesh using a given id
  28911. * @param id defines the id to search for
  28912. * @return the found mesh or null if not found at all.
  28913. */
  28914. Scene.prototype.getLastMeshByID = function (id) {
  28915. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28916. if (this.meshes[index].id === id) {
  28917. return this.meshes[index];
  28918. }
  28919. }
  28920. return null;
  28921. };
  28922. /**
  28923. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28924. * @param id defines the id to search for
  28925. * @return the found node or null if not found at all
  28926. */
  28927. Scene.prototype.getLastEntryByID = function (id) {
  28928. var index;
  28929. for (index = this.meshes.length - 1; index >= 0; index--) {
  28930. if (this.meshes[index].id === id) {
  28931. return this.meshes[index];
  28932. }
  28933. }
  28934. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28935. if (this.transformNodes[index].id === id) {
  28936. return this.transformNodes[index];
  28937. }
  28938. }
  28939. for (index = this.cameras.length - 1; index >= 0; index--) {
  28940. if (this.cameras[index].id === id) {
  28941. return this.cameras[index];
  28942. }
  28943. }
  28944. for (index = this.lights.length - 1; index >= 0; index--) {
  28945. if (this.lights[index].id === id) {
  28946. return this.lights[index];
  28947. }
  28948. }
  28949. return null;
  28950. };
  28951. /**
  28952. * Gets a node (Mesh, Camera, Light) using a given id
  28953. * @param id defines the id to search for
  28954. * @return the found node or null if not found at all
  28955. */
  28956. Scene.prototype.getNodeByID = function (id) {
  28957. var mesh = this.getMeshByID(id);
  28958. if (mesh) {
  28959. return mesh;
  28960. }
  28961. var transformNode = this.getTransformNodeByID(id);
  28962. if (transformNode) {
  28963. return transformNode;
  28964. }
  28965. var light = this.getLightByID(id);
  28966. if (light) {
  28967. return light;
  28968. }
  28969. var camera = this.getCameraByID(id);
  28970. if (camera) {
  28971. return camera;
  28972. }
  28973. var bone = this.getBoneByID(id);
  28974. if (bone) {
  28975. return bone;
  28976. }
  28977. return null;
  28978. };
  28979. /**
  28980. * Gets a node (Mesh, Camera, Light) using a given name
  28981. * @param name defines the name to search for
  28982. * @return the found node or null if not found at all.
  28983. */
  28984. Scene.prototype.getNodeByName = function (name) {
  28985. var mesh = this.getMeshByName(name);
  28986. if (mesh) {
  28987. return mesh;
  28988. }
  28989. var transformNode = this.getTransformNodeByName(name);
  28990. if (transformNode) {
  28991. return transformNode;
  28992. }
  28993. var light = this.getLightByName(name);
  28994. if (light) {
  28995. return light;
  28996. }
  28997. var camera = this.getCameraByName(name);
  28998. if (camera) {
  28999. return camera;
  29000. }
  29001. var bone = this.getBoneByName(name);
  29002. if (bone) {
  29003. return bone;
  29004. }
  29005. return null;
  29006. };
  29007. /**
  29008. * Gets a mesh using a given name
  29009. * @param name defines the name to search for
  29010. * @return the found mesh or null if not found at all.
  29011. */
  29012. Scene.prototype.getMeshByName = function (name) {
  29013. for (var index = 0; index < this.meshes.length; index++) {
  29014. if (this.meshes[index].name === name) {
  29015. return this.meshes[index];
  29016. }
  29017. }
  29018. return null;
  29019. };
  29020. /**
  29021. * Gets a transform node using a given name
  29022. * @param name defines the name to search for
  29023. * @return the found transform node or null if not found at all.
  29024. */
  29025. Scene.prototype.getTransformNodeByName = function (name) {
  29026. for (var index = 0; index < this.transformNodes.length; index++) {
  29027. if (this.transformNodes[index].name === name) {
  29028. return this.transformNodes[index];
  29029. }
  29030. }
  29031. return null;
  29032. };
  29033. /**
  29034. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29035. * @param id defines the id to search for
  29036. * @return the found skeleton or null if not found at all.
  29037. */
  29038. Scene.prototype.getLastSkeletonByID = function (id) {
  29039. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29040. if (this.skeletons[index].id === id) {
  29041. return this.skeletons[index];
  29042. }
  29043. }
  29044. return null;
  29045. };
  29046. /**
  29047. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29048. * @param id defines the id to search for
  29049. * @return the found skeleton or null if not found at all.
  29050. */
  29051. Scene.prototype.getSkeletonById = function (id) {
  29052. for (var index = 0; index < this.skeletons.length; index++) {
  29053. if (this.skeletons[index].id === id) {
  29054. return this.skeletons[index];
  29055. }
  29056. }
  29057. return null;
  29058. };
  29059. /**
  29060. * Gets a skeleton using a given name
  29061. * @param name defines the name to search for
  29062. * @return the found skeleton or null if not found at all.
  29063. */
  29064. Scene.prototype.getSkeletonByName = function (name) {
  29065. for (var index = 0; index < this.skeletons.length; index++) {
  29066. if (this.skeletons[index].name === name) {
  29067. return this.skeletons[index];
  29068. }
  29069. }
  29070. return null;
  29071. };
  29072. /**
  29073. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29074. * @param id defines the id to search for
  29075. * @return the found morph target manager or null if not found at all.
  29076. */
  29077. Scene.prototype.getMorphTargetManagerById = function (id) {
  29078. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29079. if (this.morphTargetManagers[index].uniqueId === id) {
  29080. return this.morphTargetManagers[index];
  29081. }
  29082. }
  29083. return null;
  29084. };
  29085. /**
  29086. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29087. * @param id defines the id to search for
  29088. * @return the found morph target or null if not found at all.
  29089. */
  29090. Scene.prototype.getMorphTargetById = function (id) {
  29091. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29092. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29093. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29094. var target = morphTargetManager.getTarget(index);
  29095. if (target.id === id) {
  29096. return target;
  29097. }
  29098. }
  29099. }
  29100. return null;
  29101. };
  29102. /**
  29103. * Gets a boolean indicating if the given mesh is active
  29104. * @param mesh defines the mesh to look for
  29105. * @returns true if the mesh is in the active list
  29106. */
  29107. Scene.prototype.isActiveMesh = function (mesh) {
  29108. return (this._activeMeshes.indexOf(mesh) !== -1);
  29109. };
  29110. Object.defineProperty(Scene.prototype, "uid", {
  29111. /**
  29112. * Return a unique id as a string which can serve as an identifier for the scene
  29113. */
  29114. get: function () {
  29115. if (!this._uid) {
  29116. this._uid = BABYLON.Tools.RandomId();
  29117. }
  29118. return this._uid;
  29119. },
  29120. enumerable: true,
  29121. configurable: true
  29122. });
  29123. /**
  29124. * Add an externaly attached data from its key.
  29125. * This method call will fail and return false, if such key already exists.
  29126. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29127. * @param key the unique key that identifies the data
  29128. * @param data the data object to associate to the key for this Engine instance
  29129. * @return true if no such key were already present and the data was added successfully, false otherwise
  29130. */
  29131. Scene.prototype.addExternalData = function (key, data) {
  29132. if (!this._externalData) {
  29133. this._externalData = new BABYLON.StringDictionary();
  29134. }
  29135. return this._externalData.add(key, data);
  29136. };
  29137. /**
  29138. * Get an externaly attached data from its key
  29139. * @param key the unique key that identifies the data
  29140. * @return the associated data, if present (can be null), or undefined if not present
  29141. */
  29142. Scene.prototype.getExternalData = function (key) {
  29143. if (!this._externalData) {
  29144. return null;
  29145. }
  29146. return this._externalData.get(key);
  29147. };
  29148. /**
  29149. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29150. * @param key the unique key that identifies the data
  29151. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29152. * @return the associated data, can be null if the factory returned null.
  29153. */
  29154. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29155. if (!this._externalData) {
  29156. this._externalData = new BABYLON.StringDictionary();
  29157. }
  29158. return this._externalData.getOrAddWithFactory(key, factory);
  29159. };
  29160. /**
  29161. * Remove an externaly attached data from the Engine instance
  29162. * @param key the unique key that identifies the data
  29163. * @return true if the data was successfully removed, false if it doesn't exist
  29164. */
  29165. Scene.prototype.removeExternalData = function (key) {
  29166. return this._externalData.remove(key);
  29167. };
  29168. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29169. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29170. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29171. var step = _a[_i];
  29172. step.action(mesh, subMesh);
  29173. }
  29174. var material = subMesh.getMaterial();
  29175. if (material !== null && material !== undefined) {
  29176. // Render targets
  29177. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29178. if (this._processedMaterials.indexOf(material) === -1) {
  29179. this._processedMaterials.push(material);
  29180. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29181. }
  29182. }
  29183. // Dispatch
  29184. this._activeIndices.addCount(subMesh.indexCount, false);
  29185. this._renderingManager.dispatch(subMesh, mesh, material);
  29186. }
  29187. }
  29188. };
  29189. /**
  29190. * Clear the processed materials smart array preventing retention point in material dispose.
  29191. */
  29192. Scene.prototype.freeProcessedMaterials = function () {
  29193. this._processedMaterials.dispose();
  29194. };
  29195. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29196. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29197. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29198. * when disposing several meshes in a row or a hierarchy of meshes.
  29199. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29200. */
  29201. get: function () {
  29202. return this._preventFreeActiveMeshesAndRenderingGroups;
  29203. },
  29204. set: function (value) {
  29205. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29206. return;
  29207. }
  29208. if (value) {
  29209. this.freeActiveMeshes();
  29210. this.freeRenderingGroups();
  29211. }
  29212. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29213. },
  29214. enumerable: true,
  29215. configurable: true
  29216. });
  29217. /**
  29218. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29219. */
  29220. Scene.prototype.freeActiveMeshes = function () {
  29221. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29222. return;
  29223. }
  29224. this._activeMeshes.dispose();
  29225. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29226. this.activeCamera._activeMeshes.dispose();
  29227. }
  29228. if (this.activeCameras) {
  29229. for (var i = 0; i < this.activeCameras.length; i++) {
  29230. var activeCamera = this.activeCameras[i];
  29231. if (activeCamera && activeCamera._activeMeshes) {
  29232. activeCamera._activeMeshes.dispose();
  29233. }
  29234. }
  29235. }
  29236. };
  29237. /**
  29238. * Clear the info related to rendering groups preventing retention points during dispose.
  29239. */
  29240. Scene.prototype.freeRenderingGroups = function () {
  29241. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29242. return;
  29243. }
  29244. if (this._renderingManager) {
  29245. this._renderingManager.freeRenderingGroups();
  29246. }
  29247. if (this.textures) {
  29248. for (var i = 0; i < this.textures.length; i++) {
  29249. var texture = this.textures[i];
  29250. if (texture && texture.renderList) {
  29251. texture.freeRenderingGroups();
  29252. }
  29253. }
  29254. }
  29255. };
  29256. /** @hidden */
  29257. Scene.prototype._isInIntermediateRendering = function () {
  29258. return this._intermediateRendering;
  29259. };
  29260. /**
  29261. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29262. * @returns the current scene
  29263. */
  29264. Scene.prototype.freezeActiveMeshes = function () {
  29265. if (!this.activeCamera) {
  29266. return this;
  29267. }
  29268. if (!this._frustumPlanes) {
  29269. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29270. }
  29271. this._evaluateActiveMeshes();
  29272. this._activeMeshesFrozen = true;
  29273. return this;
  29274. };
  29275. /**
  29276. * Use this function to restart evaluating active meshes on every frame
  29277. * @returns the current scene
  29278. */
  29279. Scene.prototype.unfreezeActiveMeshes = function () {
  29280. this._activeMeshesFrozen = false;
  29281. return this;
  29282. };
  29283. Scene.prototype._evaluateActiveMeshes = function () {
  29284. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29285. return;
  29286. }
  29287. if (!this.activeCamera) {
  29288. return;
  29289. }
  29290. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29291. this.activeCamera._activeMeshes.reset();
  29292. this._activeMeshes.reset();
  29293. this._renderingManager.reset();
  29294. this._processedMaterials.reset();
  29295. this._activeParticleSystems.reset();
  29296. this._activeSkeletons.reset();
  29297. this._softwareSkinnedMeshes.reset();
  29298. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29299. var step = _a[_i];
  29300. step.action();
  29301. }
  29302. // Determine mesh candidates
  29303. var meshes = this.getActiveMeshCandidates();
  29304. // Check each mesh
  29305. var len = meshes.length;
  29306. for (var i = 0; i < len; i++) {
  29307. var mesh = meshes.data[i];
  29308. if (mesh.isBlocked) {
  29309. continue;
  29310. }
  29311. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29312. if (!mesh.isReady() || !mesh.isEnabled()) {
  29313. continue;
  29314. }
  29315. mesh.computeWorldMatrix();
  29316. // Intersections
  29317. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29318. this._meshesForIntersections.pushNoDuplicate(mesh);
  29319. }
  29320. // Switch to current LOD
  29321. var meshLOD = mesh.getLOD(this.activeCamera);
  29322. if (meshLOD === undefined || meshLOD === null) {
  29323. continue;
  29324. }
  29325. mesh._preActivate();
  29326. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29327. this._activeMeshes.push(mesh);
  29328. this.activeCamera._activeMeshes.push(mesh);
  29329. mesh._activate(this._renderId);
  29330. if (meshLOD !== mesh) {
  29331. meshLOD._activate(this._renderId);
  29332. }
  29333. this._activeMesh(mesh, meshLOD);
  29334. }
  29335. }
  29336. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29337. // Particle systems
  29338. if (this.particlesEnabled) {
  29339. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29340. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29341. var particleSystem = this.particleSystems[particleIndex];
  29342. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29343. continue;
  29344. }
  29345. var emitter = particleSystem.emitter;
  29346. if (!emitter.position || emitter.isEnabled()) {
  29347. this._activeParticleSystems.push(particleSystem);
  29348. particleSystem.animate();
  29349. this._renderingManager.dispatchParticles(particleSystem);
  29350. }
  29351. }
  29352. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29353. }
  29354. };
  29355. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29356. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29357. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29358. mesh.skeleton.prepare();
  29359. }
  29360. if (!mesh.computeBonesUsingShaders) {
  29361. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29362. }
  29363. }
  29364. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29365. var step = _a[_i];
  29366. step.action(sourceMesh, mesh);
  29367. }
  29368. if (mesh !== undefined && mesh !== null
  29369. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29370. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29371. var len = subMeshes.length;
  29372. for (var i = 0; i < len; i++) {
  29373. var subMesh = subMeshes.data[i];
  29374. this._evaluateSubMesh(subMesh, mesh);
  29375. }
  29376. }
  29377. };
  29378. /**
  29379. * Update the transform matrix to update from the current active camera
  29380. * @param force defines a boolean used to force the update even if cache is up to date
  29381. */
  29382. Scene.prototype.updateTransformMatrix = function (force) {
  29383. if (!this.activeCamera) {
  29384. return;
  29385. }
  29386. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29387. };
  29388. /**
  29389. * 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)
  29390. * @param alternateCamera defines the camera to use
  29391. */
  29392. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29393. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29394. };
  29395. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29396. if (camera && camera._skipRendering) {
  29397. return;
  29398. }
  29399. var engine = this._engine;
  29400. this.activeCamera = camera;
  29401. if (!this.activeCamera) {
  29402. throw new Error("Active camera not set");
  29403. }
  29404. // Viewport
  29405. engine.setViewport(this.activeCamera.viewport);
  29406. // Camera
  29407. this.resetCachedMaterial();
  29408. this._renderId++;
  29409. this.updateTransformMatrix();
  29410. if (camera._alternateCamera) {
  29411. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29412. this._alternateRendering = true;
  29413. }
  29414. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29415. // Meshes
  29416. this._evaluateActiveMeshes();
  29417. // Software skinning
  29418. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29419. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29420. mesh.applySkeleton(mesh.skeleton);
  29421. }
  29422. // Render targets
  29423. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29424. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29425. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29426. }
  29427. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29428. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29429. }
  29430. // Collects render targets from external components.
  29431. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29432. var step = _a[_i];
  29433. step.action(this._renderTargets);
  29434. }
  29435. if (this.renderTargetsEnabled) {
  29436. this._intermediateRendering = true;
  29437. if (this._renderTargets.length > 0) {
  29438. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29439. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29440. var renderTarget = this._renderTargets.data[renderIndex];
  29441. if (renderTarget._shouldRender()) {
  29442. this._renderId++;
  29443. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29444. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29445. }
  29446. }
  29447. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29448. this._renderId++;
  29449. }
  29450. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29451. var step = _c[_b];
  29452. step.action(this.activeCamera);
  29453. }
  29454. this._intermediateRendering = false;
  29455. if (this.activeCamera.outputRenderTarget) {
  29456. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29457. if (internalTexture) {
  29458. engine.bindFramebuffer(internalTexture);
  29459. }
  29460. else {
  29461. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29462. }
  29463. }
  29464. else {
  29465. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29466. }
  29467. }
  29468. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29469. // Prepare Frame
  29470. if (this.postProcessManager) {
  29471. this.postProcessManager._prepareFrame();
  29472. }
  29473. // Before Camera Draw
  29474. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29475. var step = _e[_d];
  29476. step.action(this.activeCamera);
  29477. }
  29478. // Render
  29479. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29480. this._renderingManager.render(null, null, true, true);
  29481. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29482. // After Camera Draw
  29483. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29484. var step = _g[_f];
  29485. step.action(this.activeCamera);
  29486. }
  29487. // Finalize frame
  29488. if (this.postProcessManager) {
  29489. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29490. }
  29491. // Reset some special arrays
  29492. this._renderTargets.reset();
  29493. this._alternateRendering = false;
  29494. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29495. };
  29496. Scene.prototype._processSubCameras = function (camera) {
  29497. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29498. this._renderForCamera(camera);
  29499. return;
  29500. }
  29501. // rig cameras
  29502. for (var index = 0; index < camera._rigCameras.length; index++) {
  29503. this._renderForCamera(camera._rigCameras[index], camera);
  29504. }
  29505. this.activeCamera = camera;
  29506. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29507. };
  29508. Scene.prototype._checkIntersections = function () {
  29509. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29510. var sourceMesh = this._meshesForIntersections.data[index];
  29511. if (!sourceMesh.actionManager) {
  29512. continue;
  29513. }
  29514. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29515. var action = sourceMesh.actionManager.actions[actionIndex];
  29516. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29517. var parameters = action.getTriggerParameter();
  29518. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29519. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29520. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29521. if (areIntersecting && currentIntersectionInProgress === -1) {
  29522. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29523. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29524. sourceMesh._intersectionsInProgress.push(otherMesh);
  29525. }
  29526. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29527. sourceMesh._intersectionsInProgress.push(otherMesh);
  29528. }
  29529. }
  29530. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29531. //They intersected, and now they don't.
  29532. //is this trigger an exit trigger? execute an event.
  29533. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29534. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29535. }
  29536. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29537. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29538. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29539. return otherMesh === parameterMesh;
  29540. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29541. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29542. }
  29543. }
  29544. }
  29545. }
  29546. }
  29547. };
  29548. /** @hidden */
  29549. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29550. // Do nothing. Code will be replaced if physics engine component is referenced
  29551. };
  29552. /**
  29553. * Render the scene
  29554. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29555. */
  29556. Scene.prototype.render = function (updateCameras) {
  29557. if (updateCameras === void 0) { updateCameras = true; }
  29558. if (this.isDisposed) {
  29559. return;
  29560. }
  29561. this._frameId++;
  29562. // Register components that have been associated lately to the scene.
  29563. this._registerTransientComponents();
  29564. this._activeParticles.fetchNewFrame();
  29565. this._totalVertices.fetchNewFrame();
  29566. this._activeIndices.fetchNewFrame();
  29567. this._activeBones.fetchNewFrame();
  29568. this._meshesForIntersections.reset();
  29569. this.resetCachedMaterial();
  29570. this.onBeforeAnimationsObservable.notifyObservers(this);
  29571. // Actions
  29572. if (this.actionManager) {
  29573. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29574. }
  29575. if (this._engine.isDeterministicLockStep()) {
  29576. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29577. var defaultFPS = (60.0 / 1000.0);
  29578. var defaultFrameTime = this.getDeterministicFrameTime();
  29579. var stepsTaken = 0;
  29580. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29581. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29582. internalSteps = Math.min(internalSteps, maxSubSteps);
  29583. do {
  29584. this.onBeforeStepObservable.notifyObservers(this);
  29585. // Animations
  29586. this._animationRatio = defaultFrameTime * defaultFPS;
  29587. this._animate();
  29588. this.onAfterAnimationsObservable.notifyObservers(this);
  29589. // Physics
  29590. this._advancePhysicsEngineStep(defaultFrameTime);
  29591. this.onAfterStepObservable.notifyObservers(this);
  29592. this._currentStepId++;
  29593. stepsTaken++;
  29594. deltaTime -= defaultFrameTime;
  29595. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29596. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29597. }
  29598. else {
  29599. // Animations
  29600. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29601. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29602. this._animate();
  29603. this.onAfterAnimationsObservable.notifyObservers(this);
  29604. // Physics
  29605. this._advancePhysicsEngineStep(deltaTime);
  29606. }
  29607. // Before camera update steps
  29608. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29609. var step = _a[_i];
  29610. step.action();
  29611. }
  29612. // Update Cameras
  29613. if (updateCameras) {
  29614. if (this.activeCameras.length > 0) {
  29615. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29616. var camera = this.activeCameras[cameraIndex];
  29617. camera.update();
  29618. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29619. // rig cameras
  29620. for (var index = 0; index < camera._rigCameras.length; index++) {
  29621. camera._rigCameras[index].update();
  29622. }
  29623. }
  29624. }
  29625. }
  29626. else if (this.activeCamera) {
  29627. this.activeCamera.update();
  29628. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29629. // rig cameras
  29630. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29631. this.activeCamera._rigCameras[index].update();
  29632. }
  29633. }
  29634. }
  29635. }
  29636. // Before render
  29637. this.onBeforeRenderObservable.notifyObservers(this);
  29638. // Customs render targets
  29639. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29640. var engine = this.getEngine();
  29641. var currentActiveCamera = this.activeCamera;
  29642. if (this.renderTargetsEnabled) {
  29643. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29644. this._intermediateRendering = true;
  29645. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29646. var renderTarget = this.customRenderTargets[customIndex];
  29647. if (renderTarget._shouldRender()) {
  29648. this._renderId++;
  29649. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29650. if (!this.activeCamera) {
  29651. throw new Error("Active camera not set");
  29652. }
  29653. // Viewport
  29654. engine.setViewport(this.activeCamera.viewport);
  29655. // Camera
  29656. this.updateTransformMatrix();
  29657. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29658. }
  29659. }
  29660. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29661. this._intermediateRendering = false;
  29662. this._renderId++;
  29663. }
  29664. // Restore back buffer
  29665. if (this.customRenderTargets.length > 0) {
  29666. engine.restoreDefaultFramebuffer();
  29667. }
  29668. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29669. this.activeCamera = currentActiveCamera;
  29670. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29671. var step = _c[_b];
  29672. step.action();
  29673. }
  29674. // Clear
  29675. if (this.autoClearDepthAndStencil || this.autoClear) {
  29676. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29677. }
  29678. // Collects render targets from external components.
  29679. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29680. var step = _e[_d];
  29681. step.action(this._renderTargets);
  29682. }
  29683. // Multi-cameras?
  29684. if (this.activeCameras.length > 0) {
  29685. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29686. if (cameraIndex > 0) {
  29687. this._engine.clear(null, false, true, true);
  29688. }
  29689. this._processSubCameras(this.activeCameras[cameraIndex]);
  29690. }
  29691. }
  29692. else {
  29693. if (!this.activeCamera) {
  29694. throw new Error("No camera defined");
  29695. }
  29696. this._processSubCameras(this.activeCamera);
  29697. }
  29698. // Intersection checks
  29699. this._checkIntersections();
  29700. // Executes the after render stage actions.
  29701. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29702. var step = _g[_f];
  29703. step.action();
  29704. }
  29705. // After render
  29706. if (this.afterRender) {
  29707. this.afterRender();
  29708. }
  29709. this.onAfterRenderObservable.notifyObservers(this);
  29710. // Cleaning
  29711. if (this._toBeDisposed.length) {
  29712. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29713. var data = this._toBeDisposed[index];
  29714. if (data) {
  29715. data.dispose();
  29716. }
  29717. }
  29718. this._toBeDisposed = [];
  29719. }
  29720. if (this.dumpNextRenderTargets) {
  29721. this.dumpNextRenderTargets = false;
  29722. }
  29723. this._activeBones.addCount(0, true);
  29724. this._activeIndices.addCount(0, true);
  29725. this._activeParticles.addCount(0, true);
  29726. };
  29727. /**
  29728. * Freeze all materials
  29729. * A frozen material will not be updatable but should be faster to render
  29730. */
  29731. Scene.prototype.freezeMaterials = function () {
  29732. for (var i = 0; i < this.materials.length; i++) {
  29733. this.materials[i].freeze();
  29734. }
  29735. };
  29736. /**
  29737. * Unfreeze all materials
  29738. * A frozen material will not be updatable but should be faster to render
  29739. */
  29740. Scene.prototype.unfreezeMaterials = function () {
  29741. for (var i = 0; i < this.materials.length; i++) {
  29742. this.materials[i].unfreeze();
  29743. }
  29744. };
  29745. /**
  29746. * Releases all held ressources
  29747. */
  29748. Scene.prototype.dispose = function () {
  29749. this.beforeRender = null;
  29750. this.afterRender = null;
  29751. this.skeletons = [];
  29752. this.morphTargetManagers = [];
  29753. this._transientComponents = [];
  29754. this._isReadyForMeshStage.clear();
  29755. this._beforeEvaluateActiveMeshStage.clear();
  29756. this._evaluateSubMeshStage.clear();
  29757. this._activeMeshStage.clear();
  29758. this._cameraDrawRenderTargetStage.clear();
  29759. this._beforeCameraDrawStage.clear();
  29760. this._beforeRenderTargetDrawStage.clear();
  29761. this._beforeRenderingGroupDrawStage.clear();
  29762. this._beforeRenderingMeshStage.clear();
  29763. this._afterRenderingMeshStage.clear();
  29764. this._afterRenderingGroupDrawStage.clear();
  29765. this._afterCameraDrawStage.clear();
  29766. this._afterRenderTargetDrawStage.clear();
  29767. this._afterRenderStage.clear();
  29768. this._beforeCameraUpdateStage.clear();
  29769. this._beforeClearStage.clear();
  29770. this._gatherRenderTargetsStage.clear();
  29771. this._gatherActiveCameraRenderTargetsStage.clear();
  29772. this._pointerMoveStage.clear();
  29773. this._pointerDownStage.clear();
  29774. this._pointerUpStage.clear();
  29775. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29776. var component = _a[_i];
  29777. component.dispose();
  29778. }
  29779. this.importedMeshesFiles = new Array();
  29780. this.stopAllAnimations();
  29781. this.resetCachedMaterial();
  29782. // Smart arrays
  29783. if (this.activeCamera) {
  29784. this.activeCamera._activeMeshes.dispose();
  29785. this.activeCamera = null;
  29786. }
  29787. this._activeMeshes.dispose();
  29788. this._renderingManager.dispose();
  29789. this._processedMaterials.dispose();
  29790. this._activeParticleSystems.dispose();
  29791. this._activeSkeletons.dispose();
  29792. this._softwareSkinnedMeshes.dispose();
  29793. this._renderTargets.dispose();
  29794. this._registeredForLateAnimationBindings.dispose();
  29795. this._meshesForIntersections.dispose();
  29796. this._toBeDisposed = [];
  29797. // Abort active requests
  29798. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29799. var request = _c[_b];
  29800. request.abort();
  29801. }
  29802. // Events
  29803. this.onDisposeObservable.notifyObservers(this);
  29804. this.onDisposeObservable.clear();
  29805. this.onBeforeRenderObservable.clear();
  29806. this.onAfterRenderObservable.clear();
  29807. this.onBeforeRenderTargetsRenderObservable.clear();
  29808. this.onAfterRenderTargetsRenderObservable.clear();
  29809. this.onAfterStepObservable.clear();
  29810. this.onBeforeStepObservable.clear();
  29811. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29812. this.onAfterActiveMeshesEvaluationObservable.clear();
  29813. this.onBeforeParticlesRenderingObservable.clear();
  29814. this.onAfterParticlesRenderingObservable.clear();
  29815. this.onBeforeDrawPhaseObservable.clear();
  29816. this.onAfterDrawPhaseObservable.clear();
  29817. this.onBeforeAnimationsObservable.clear();
  29818. this.onAfterAnimationsObservable.clear();
  29819. this.onDataLoadedObservable.clear();
  29820. this.onBeforeRenderingGroupObservable.clear();
  29821. this.onAfterRenderingGroupObservable.clear();
  29822. this.onMeshImportedObservable.clear();
  29823. this.onBeforeCameraRenderObservable.clear();
  29824. this.onAfterCameraRenderObservable.clear();
  29825. this.onReadyObservable.clear();
  29826. this.onNewCameraAddedObservable.clear();
  29827. this.onCameraRemovedObservable.clear();
  29828. this.onNewLightAddedObservable.clear();
  29829. this.onLightRemovedObservable.clear();
  29830. this.onNewGeometryAddedObservable.clear();
  29831. this.onGeometryRemovedObservable.clear();
  29832. this.onNewTransformNodeAddedObservable.clear();
  29833. this.onTransformNodeRemovedObservable.clear();
  29834. this.onNewMeshAddedObservable.clear();
  29835. this.onMeshRemovedObservable.clear();
  29836. this.onNewMaterialAddedObservable.clear();
  29837. this.onMaterialRemovedObservable.clear();
  29838. this.onNewTextureAddedObservable.clear();
  29839. this.onTextureRemovedObservable.clear();
  29840. this.onPrePointerObservable.clear();
  29841. this.onPointerObservable.clear();
  29842. this.onPreKeyboardObservable.clear();
  29843. this.onKeyboardObservable.clear();
  29844. this.onActiveCameraChanged.clear();
  29845. this.detachControl();
  29846. // Detach cameras
  29847. var canvas = this._engine.getRenderingCanvas();
  29848. if (canvas) {
  29849. var index;
  29850. for (index = 0; index < this.cameras.length; index++) {
  29851. this.cameras[index].detachControl(canvas);
  29852. }
  29853. }
  29854. // Release animation groups
  29855. while (this.animationGroups.length) {
  29856. this.animationGroups[0].dispose();
  29857. }
  29858. // Release lights
  29859. while (this.lights.length) {
  29860. this.lights[0].dispose();
  29861. }
  29862. // Release meshes
  29863. while (this.meshes.length) {
  29864. this.meshes[0].dispose(true);
  29865. }
  29866. while (this.transformNodes.length) {
  29867. this.removeTransformNode(this.transformNodes[0]);
  29868. }
  29869. // Release cameras
  29870. while (this.cameras.length) {
  29871. this.cameras[0].dispose();
  29872. }
  29873. // Release materials
  29874. if (this.defaultMaterial) {
  29875. this.defaultMaterial.dispose();
  29876. }
  29877. while (this.multiMaterials.length) {
  29878. this.multiMaterials[0].dispose();
  29879. }
  29880. while (this.materials.length) {
  29881. this.materials[0].dispose();
  29882. }
  29883. // Release particles
  29884. while (this.particleSystems.length) {
  29885. this.particleSystems[0].dispose();
  29886. }
  29887. // Release postProcesses
  29888. while (this.postProcesses.length) {
  29889. this.postProcesses[0].dispose();
  29890. }
  29891. // Release textures
  29892. while (this.textures.length) {
  29893. this.textures[0].dispose();
  29894. }
  29895. // Release UBO
  29896. this._sceneUbo.dispose();
  29897. if (this._alternateSceneUbo) {
  29898. this._alternateSceneUbo.dispose();
  29899. }
  29900. // Post-processes
  29901. this.postProcessManager.dispose();
  29902. // Remove from engine
  29903. index = this._engine.scenes.indexOf(this);
  29904. if (index > -1) {
  29905. this._engine.scenes.splice(index, 1);
  29906. }
  29907. this._engine.wipeCaches(true);
  29908. this._isDisposed = true;
  29909. };
  29910. Object.defineProperty(Scene.prototype, "isDisposed", {
  29911. /**
  29912. * Gets if the scene is already disposed
  29913. */
  29914. get: function () {
  29915. return this._isDisposed;
  29916. },
  29917. enumerable: true,
  29918. configurable: true
  29919. });
  29920. /**
  29921. * Call this function to reduce memory footprint of the scene.
  29922. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29923. */
  29924. Scene.prototype.clearCachedVertexData = function () {
  29925. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29926. var mesh = this.meshes[meshIndex];
  29927. var geometry = mesh.geometry;
  29928. if (geometry) {
  29929. geometry._indices = [];
  29930. for (var vbName in geometry._vertexBuffers) {
  29931. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29932. continue;
  29933. }
  29934. geometry._vertexBuffers[vbName]._buffer._data = null;
  29935. }
  29936. }
  29937. }
  29938. };
  29939. /**
  29940. * This function will remove the local cached buffer data from texture.
  29941. * It will save memory but will prevent the texture from being rebuilt
  29942. */
  29943. Scene.prototype.cleanCachedTextureBuffer = function () {
  29944. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29945. var baseTexture = _a[_i];
  29946. var buffer = baseTexture._buffer;
  29947. if (buffer) {
  29948. baseTexture._buffer = null;
  29949. }
  29950. }
  29951. };
  29952. /**
  29953. * Get the world extend vectors with an optional filter
  29954. *
  29955. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29956. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29957. */
  29958. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29959. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29960. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29961. filterPredicate = filterPredicate || (function () { return true; });
  29962. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29963. mesh.computeWorldMatrix(true);
  29964. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29965. return;
  29966. }
  29967. var boundingInfo = mesh.getBoundingInfo();
  29968. var minBox = boundingInfo.boundingBox.minimumWorld;
  29969. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29970. BABYLON.Tools.CheckExtends(minBox, min, max);
  29971. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29972. });
  29973. return {
  29974. min: min,
  29975. max: max
  29976. };
  29977. };
  29978. // Picking
  29979. /**
  29980. * Creates a ray that can be used to pick in the scene
  29981. * @param x defines the x coordinate of the origin (on-screen)
  29982. * @param y defines the y coordinate of the origin (on-screen)
  29983. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29984. * @param camera defines the camera to use for the picking
  29985. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29986. * @returns a Ray
  29987. */
  29988. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29989. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29990. var result = BABYLON.Ray.Zero();
  29991. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29992. return result;
  29993. };
  29994. /**
  29995. * Creates a ray that can be used to pick in the scene
  29996. * @param x defines the x coordinate of the origin (on-screen)
  29997. * @param y defines the y coordinate of the origin (on-screen)
  29998. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29999. * @param result defines the ray where to store the picking ray
  30000. * @param camera defines the camera to use for the picking
  30001. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30002. * @returns the current scene
  30003. */
  30004. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30005. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30006. var engine = this._engine;
  30007. if (!camera) {
  30008. if (!this.activeCamera) {
  30009. throw new Error("Active camera not set");
  30010. }
  30011. camera = this.activeCamera;
  30012. }
  30013. var cameraViewport = camera.viewport;
  30014. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30015. // Moving coordinates to local viewport world
  30016. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30017. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30018. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30019. return this;
  30020. };
  30021. /**
  30022. * Creates a ray that can be used to pick in the scene
  30023. * @param x defines the x coordinate of the origin (on-screen)
  30024. * @param y defines the y coordinate of the origin (on-screen)
  30025. * @param camera defines the camera to use for the picking
  30026. * @returns a Ray
  30027. */
  30028. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30029. var result = BABYLON.Ray.Zero();
  30030. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30031. return result;
  30032. };
  30033. /**
  30034. * Creates a ray that can be used to pick in the scene
  30035. * @param x defines the x coordinate of the origin (on-screen)
  30036. * @param y defines the y coordinate of the origin (on-screen)
  30037. * @param result defines the ray where to store the picking ray
  30038. * @param camera defines the camera to use for the picking
  30039. * @returns the current scene
  30040. */
  30041. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30042. if (!BABYLON.PickingInfo) {
  30043. return this;
  30044. }
  30045. var engine = this._engine;
  30046. if (!camera) {
  30047. if (!this.activeCamera) {
  30048. throw new Error("Active camera not set");
  30049. }
  30050. camera = this.activeCamera;
  30051. }
  30052. var cameraViewport = camera.viewport;
  30053. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30054. var identity = BABYLON.Matrix.Identity();
  30055. // Moving coordinates to local viewport world
  30056. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30057. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30058. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30059. return this;
  30060. };
  30061. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30062. if (!BABYLON.PickingInfo) {
  30063. return null;
  30064. }
  30065. var pickingInfo = null;
  30066. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30067. var mesh = this.meshes[meshIndex];
  30068. if (predicate) {
  30069. if (!predicate(mesh)) {
  30070. continue;
  30071. }
  30072. }
  30073. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30074. continue;
  30075. }
  30076. var world = mesh.getWorldMatrix();
  30077. var ray = rayFunction(world);
  30078. var result = mesh.intersects(ray, fastCheck);
  30079. if (!result || !result.hit) {
  30080. continue;
  30081. }
  30082. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30083. continue;
  30084. }
  30085. pickingInfo = result;
  30086. if (fastCheck) {
  30087. break;
  30088. }
  30089. }
  30090. return pickingInfo || new BABYLON.PickingInfo();
  30091. };
  30092. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30093. if (!BABYLON.PickingInfo) {
  30094. return null;
  30095. }
  30096. var pickingInfos = new Array();
  30097. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30098. var mesh = this.meshes[meshIndex];
  30099. if (predicate) {
  30100. if (!predicate(mesh)) {
  30101. continue;
  30102. }
  30103. }
  30104. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30105. continue;
  30106. }
  30107. var world = mesh.getWorldMatrix();
  30108. var ray = rayFunction(world);
  30109. var result = mesh.intersects(ray, false);
  30110. if (!result || !result.hit) {
  30111. continue;
  30112. }
  30113. pickingInfos.push(result);
  30114. }
  30115. return pickingInfos;
  30116. };
  30117. /** Launch a ray to try to pick a mesh in the scene
  30118. * @param x position on screen
  30119. * @param y position on screen
  30120. * @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
  30121. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30122. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30123. * @returns a PickingInfo
  30124. */
  30125. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30126. var _this = this;
  30127. if (!BABYLON.PickingInfo) {
  30128. return null;
  30129. }
  30130. var result = this._internalPick(function (world) {
  30131. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30132. return _this._tempPickingRay;
  30133. }, predicate, fastCheck);
  30134. if (result) {
  30135. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30136. }
  30137. return result;
  30138. };
  30139. /** Use the given ray to pick a mesh in the scene
  30140. * @param ray The ray to use to pick meshes
  30141. * @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
  30142. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30143. * @returns a PickingInfo
  30144. */
  30145. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30146. var _this = this;
  30147. var result = this._internalPick(function (world) {
  30148. if (!_this._pickWithRayInverseMatrix) {
  30149. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30150. }
  30151. world.invertToRef(_this._pickWithRayInverseMatrix);
  30152. if (!_this._cachedRayForTransform) {
  30153. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30154. }
  30155. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30156. return _this._cachedRayForTransform;
  30157. }, predicate, fastCheck);
  30158. if (result) {
  30159. result.ray = ray;
  30160. }
  30161. return result;
  30162. };
  30163. /**
  30164. * Launch a ray to try to pick a mesh in the scene
  30165. * @param x X position on screen
  30166. * @param y Y position on screen
  30167. * @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
  30168. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30169. * @returns an array of PickingInfo
  30170. */
  30171. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30172. var _this = this;
  30173. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30174. };
  30175. /**
  30176. * Launch a ray to try to pick a mesh in the scene
  30177. * @param ray Ray to use
  30178. * @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
  30179. * @returns an array of PickingInfo
  30180. */
  30181. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30182. var _this = this;
  30183. return this._internalMultiPick(function (world) {
  30184. if (!_this._pickWithRayInverseMatrix) {
  30185. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30186. }
  30187. world.invertToRef(_this._pickWithRayInverseMatrix);
  30188. if (!_this._cachedRayForTransform) {
  30189. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30190. }
  30191. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30192. return _this._cachedRayForTransform;
  30193. }, predicate);
  30194. };
  30195. /**
  30196. * Force the value of meshUnderPointer
  30197. * @param mesh defines the mesh to use
  30198. */
  30199. Scene.prototype.setPointerOverMesh = function (mesh) {
  30200. if (this._pointerOverMesh === mesh) {
  30201. return;
  30202. }
  30203. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30204. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30205. }
  30206. this._pointerOverMesh = mesh;
  30207. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30208. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30209. }
  30210. };
  30211. /**
  30212. * Gets the mesh under the pointer
  30213. * @returns a Mesh or null if no mesh is under the pointer
  30214. */
  30215. Scene.prototype.getPointerOverMesh = function () {
  30216. return this._pointerOverMesh;
  30217. };
  30218. // Misc.
  30219. /** @hidden */
  30220. Scene.prototype._rebuildGeometries = function () {
  30221. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30222. var geometry = _a[_i];
  30223. geometry._rebuild();
  30224. }
  30225. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30226. var mesh = _c[_b];
  30227. mesh._rebuild();
  30228. }
  30229. if (this.postProcessManager) {
  30230. this.postProcessManager._rebuild();
  30231. }
  30232. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30233. var component = _e[_d];
  30234. component.rebuild();
  30235. }
  30236. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30237. var system = _g[_f];
  30238. system.rebuild();
  30239. }
  30240. };
  30241. /** @hidden */
  30242. Scene.prototype._rebuildTextures = function () {
  30243. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30244. var texture = _a[_i];
  30245. texture._rebuild();
  30246. }
  30247. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30248. };
  30249. // Tags
  30250. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30251. if (tagsQuery === undefined) {
  30252. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30253. return list;
  30254. }
  30255. var listByTags = [];
  30256. forEach = forEach || (function (item) { return; });
  30257. for (var i in list) {
  30258. var item = list[i];
  30259. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30260. listByTags.push(item);
  30261. forEach(item);
  30262. }
  30263. }
  30264. return listByTags;
  30265. };
  30266. /**
  30267. * Get a list of meshes by tags
  30268. * @param tagsQuery defines the tags query to use
  30269. * @param forEach defines a predicate used to filter results
  30270. * @returns an array of Mesh
  30271. */
  30272. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30273. return this._getByTags(this.meshes, tagsQuery, forEach);
  30274. };
  30275. /**
  30276. * Get a list of cameras by tags
  30277. * @param tagsQuery defines the tags query to use
  30278. * @param forEach defines a predicate used to filter results
  30279. * @returns an array of Camera
  30280. */
  30281. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30282. return this._getByTags(this.cameras, tagsQuery, forEach);
  30283. };
  30284. /**
  30285. * Get a list of lights by tags
  30286. * @param tagsQuery defines the tags query to use
  30287. * @param forEach defines a predicate used to filter results
  30288. * @returns an array of Light
  30289. */
  30290. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30291. return this._getByTags(this.lights, tagsQuery, forEach);
  30292. };
  30293. /**
  30294. * Get a list of materials by tags
  30295. * @param tagsQuery defines the tags query to use
  30296. * @param forEach defines a predicate used to filter results
  30297. * @returns an array of Material
  30298. */
  30299. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30300. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30301. };
  30302. /**
  30303. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30304. * This allowed control for front to back rendering or reversly depending of the special needs.
  30305. *
  30306. * @param renderingGroupId The rendering group id corresponding to its index
  30307. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30308. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30309. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30310. */
  30311. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30312. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30313. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30314. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30315. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30316. };
  30317. /**
  30318. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30319. *
  30320. * @param renderingGroupId The rendering group id corresponding to its index
  30321. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30322. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30323. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30324. */
  30325. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30326. if (depth === void 0) { depth = true; }
  30327. if (stencil === void 0) { stencil = true; }
  30328. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30329. };
  30330. /**
  30331. * Gets the current auto clear configuration for one rendering group of the rendering
  30332. * manager.
  30333. * @param index the rendering group index to get the information for
  30334. * @returns The auto clear setup for the requested rendering group
  30335. */
  30336. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30337. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30338. };
  30339. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30340. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30341. get: function () {
  30342. return this._blockMaterialDirtyMechanism;
  30343. },
  30344. set: function (value) {
  30345. if (this._blockMaterialDirtyMechanism === value) {
  30346. return;
  30347. }
  30348. this._blockMaterialDirtyMechanism = value;
  30349. if (!value) { // Do a complete update
  30350. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30351. }
  30352. },
  30353. enumerable: true,
  30354. configurable: true
  30355. });
  30356. /**
  30357. * Will flag all materials as dirty to trigger new shader compilation
  30358. * @param flag defines the flag used to specify which material part must be marked as dirty
  30359. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30360. */
  30361. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30362. if (this._blockMaterialDirtyMechanism) {
  30363. return;
  30364. }
  30365. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30366. var material = _a[_i];
  30367. if (predicate && !predicate(material)) {
  30368. continue;
  30369. }
  30370. material.markAsDirty(flag);
  30371. }
  30372. };
  30373. /** @hidden */
  30374. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30375. var _this = this;
  30376. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30377. this._activeRequests.push(request);
  30378. request.onCompleteObservable.add(function (request) {
  30379. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30380. });
  30381. return request;
  30382. };
  30383. /** @hidden */
  30384. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30385. var _this = this;
  30386. return new Promise(function (resolve, reject) {
  30387. _this._loadFile(url, function (data) {
  30388. resolve(data);
  30389. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30390. reject(exception);
  30391. });
  30392. });
  30393. };
  30394. // Statics
  30395. Scene._uniqueIdCounter = 0;
  30396. /** The fog is deactivated */
  30397. Scene.FOGMODE_NONE = 0;
  30398. /** The fog density is following an exponential function */
  30399. Scene.FOGMODE_EXP = 1;
  30400. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30401. Scene.FOGMODE_EXP2 = 2;
  30402. /** The fog density is following a linear function. */
  30403. Scene.FOGMODE_LINEAR = 3;
  30404. /**
  30405. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30406. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30407. */
  30408. Scene.MinDeltaTime = 1.0;
  30409. /**
  30410. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30411. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30412. */
  30413. Scene.MaxDeltaTime = 1000.0;
  30414. /** The distance in pixel that you have to move to prevent some events */
  30415. Scene.DragMovementThreshold = 10; // in pixels
  30416. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30417. Scene.LongPressDelay = 500; // in milliseconds
  30418. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30419. Scene.DoubleClickDelay = 300; // in milliseconds
  30420. /** If you need to check double click without raising a single click at first click, enable this flag */
  30421. Scene.ExclusiveDoubleClickMode = false;
  30422. return Scene;
  30423. }(BABYLON.AbstractScene));
  30424. BABYLON.Scene = Scene;
  30425. })(BABYLON || (BABYLON = {}));
  30426. //# sourceMappingURL=babylon.scene.js.map
  30427. var BABYLON;
  30428. (function (BABYLON) {
  30429. /**
  30430. * Set of assets to keep when moving a scene into an asset container.
  30431. */
  30432. var KeepAssets = /** @class */ (function (_super) {
  30433. __extends(KeepAssets, _super);
  30434. function KeepAssets() {
  30435. return _super !== null && _super.apply(this, arguments) || this;
  30436. }
  30437. return KeepAssets;
  30438. }(BABYLON.AbstractScene));
  30439. BABYLON.KeepAssets = KeepAssets;
  30440. /**
  30441. * Container with a set of assets that can be added or removed from a scene.
  30442. */
  30443. var AssetContainer = /** @class */ (function (_super) {
  30444. __extends(AssetContainer, _super);
  30445. /**
  30446. * Instantiates an AssetContainer.
  30447. * @param scene The scene the AssetContainer belongs to.
  30448. */
  30449. function AssetContainer(scene) {
  30450. var _this = _super.call(this) || this;
  30451. _this.scene = scene;
  30452. _this["sounds"] = [];
  30453. _this["effectLayers"] = [];
  30454. _this["layers"] = [];
  30455. _this["lensFlareSystems"] = [];
  30456. _this["proceduralTextures"] = [];
  30457. _this["reflectionProbes"] = [];
  30458. return _this;
  30459. }
  30460. /**
  30461. * Adds all the assets from the container to the scene.
  30462. */
  30463. AssetContainer.prototype.addAllToScene = function () {
  30464. var _this = this;
  30465. this.cameras.forEach(function (o) {
  30466. _this.scene.addCamera(o);
  30467. });
  30468. this.lights.forEach(function (o) {
  30469. _this.scene.addLight(o);
  30470. });
  30471. this.meshes.forEach(function (o) {
  30472. _this.scene.addMesh(o);
  30473. });
  30474. this.skeletons.forEach(function (o) {
  30475. _this.scene.addSkeleton(o);
  30476. });
  30477. this.animations.forEach(function (o) {
  30478. _this.scene.addAnimation(o);
  30479. });
  30480. this.animationGroups.forEach(function (o) {
  30481. _this.scene.addAnimationGroup(o);
  30482. });
  30483. this.multiMaterials.forEach(function (o) {
  30484. _this.scene.addMultiMaterial(o);
  30485. });
  30486. this.materials.forEach(function (o) {
  30487. _this.scene.addMaterial(o);
  30488. });
  30489. this.morphTargetManagers.forEach(function (o) {
  30490. _this.scene.addMorphTargetManager(o);
  30491. });
  30492. this.geometries.forEach(function (o) {
  30493. _this.scene.addGeometry(o);
  30494. });
  30495. this.transformNodes.forEach(function (o) {
  30496. _this.scene.addTransformNode(o);
  30497. });
  30498. this.actionManagers.forEach(function (o) {
  30499. _this.scene.addActionManager(o);
  30500. });
  30501. this.textures.forEach(function (o) {
  30502. _this.scene.addTexture(o);
  30503. });
  30504. this.reflectionProbes.forEach(function (o) {
  30505. _this.scene.addReflectionProbe(o);
  30506. });
  30507. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30508. var component = _a[_i];
  30509. component.addFromContainer(this);
  30510. }
  30511. };
  30512. /**
  30513. * Removes all the assets in the container from the scene
  30514. */
  30515. AssetContainer.prototype.removeAllFromScene = function () {
  30516. var _this = this;
  30517. this.cameras.forEach(function (o) {
  30518. _this.scene.removeCamera(o);
  30519. });
  30520. this.lights.forEach(function (o) {
  30521. _this.scene.removeLight(o);
  30522. });
  30523. this.meshes.forEach(function (o) {
  30524. _this.scene.removeMesh(o);
  30525. });
  30526. this.skeletons.forEach(function (o) {
  30527. _this.scene.removeSkeleton(o);
  30528. });
  30529. this.animations.forEach(function (o) {
  30530. _this.scene.removeAnimation(o);
  30531. });
  30532. this.animationGroups.forEach(function (o) {
  30533. _this.scene.removeAnimationGroup(o);
  30534. });
  30535. this.multiMaterials.forEach(function (o) {
  30536. _this.scene.removeMultiMaterial(o);
  30537. });
  30538. this.materials.forEach(function (o) {
  30539. _this.scene.removeMaterial(o);
  30540. });
  30541. this.morphTargetManagers.forEach(function (o) {
  30542. _this.scene.removeMorphTargetManager(o);
  30543. });
  30544. this.geometries.forEach(function (o) {
  30545. _this.scene.removeGeometry(o);
  30546. });
  30547. this.transformNodes.forEach(function (o) {
  30548. _this.scene.removeTransformNode(o);
  30549. });
  30550. this.actionManagers.forEach(function (o) {
  30551. _this.scene.removeActionManager(o);
  30552. });
  30553. this.textures.forEach(function (o) {
  30554. _this.scene.removeTexture(o);
  30555. });
  30556. this.reflectionProbes.forEach(function (o) {
  30557. _this.scene.removeReflectionProbe(o);
  30558. });
  30559. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30560. var component = _a[_i];
  30561. component.removeFromContainer(this);
  30562. }
  30563. };
  30564. /**
  30565. * Disposes all the assets in the container
  30566. */
  30567. AssetContainer.prototype.dispose = function () {
  30568. this.cameras.forEach(function (o) {
  30569. o.dispose();
  30570. });
  30571. this.lights.forEach(function (o) {
  30572. o.dispose();
  30573. });
  30574. this.meshes.forEach(function (o) {
  30575. o.dispose();
  30576. });
  30577. this.skeletons.forEach(function (o) {
  30578. o.dispose();
  30579. });
  30580. this.animationGroups.forEach(function (o) {
  30581. o.dispose();
  30582. });
  30583. this.multiMaterials.forEach(function (o) {
  30584. o.dispose();
  30585. });
  30586. this.materials.forEach(function (o) {
  30587. o.dispose();
  30588. });
  30589. this.geometries.forEach(function (o) {
  30590. o.dispose();
  30591. });
  30592. this.transformNodes.forEach(function (o) {
  30593. o.dispose();
  30594. });
  30595. this.actionManagers.forEach(function (o) {
  30596. o.dispose();
  30597. });
  30598. this.textures.forEach(function (o) {
  30599. o.dispose();
  30600. });
  30601. this.reflectionProbes.forEach(function (o) {
  30602. o.dispose();
  30603. });
  30604. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30605. var component = _a[_i];
  30606. component.dispose();
  30607. }
  30608. };
  30609. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30610. if (!sourceAssets) {
  30611. return;
  30612. }
  30613. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30614. var asset = sourceAssets_1[_i];
  30615. var move = true;
  30616. if (keepAssets) {
  30617. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30618. var keepAsset = keepAssets_1[_a];
  30619. if (asset === keepAsset) {
  30620. move = false;
  30621. break;
  30622. }
  30623. }
  30624. }
  30625. if (move) {
  30626. targetAssets.push(asset);
  30627. }
  30628. }
  30629. };
  30630. /**
  30631. * Removes all the assets contained in the scene and adds them to the container.
  30632. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30633. */
  30634. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30635. if (keepAssets === undefined) {
  30636. keepAssets = new KeepAssets();
  30637. }
  30638. for (var key in this) {
  30639. if (this.hasOwnProperty(key)) {
  30640. this[key] = this[key] || [];
  30641. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30642. }
  30643. }
  30644. this.removeAllFromScene();
  30645. };
  30646. /**
  30647. * 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.
  30648. * @returns the root mesh
  30649. */
  30650. AssetContainer.prototype.createRootMesh = function () {
  30651. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30652. this.meshes.forEach(function (m) {
  30653. if (!m.parent) {
  30654. rootMesh.addChild(m);
  30655. }
  30656. });
  30657. this.meshes.unshift(rootMesh);
  30658. return rootMesh;
  30659. };
  30660. return AssetContainer;
  30661. }(BABYLON.AbstractScene));
  30662. BABYLON.AssetContainer = AssetContainer;
  30663. })(BABYLON || (BABYLON = {}));
  30664. //# sourceMappingURL=babylon.assetContainer.js.map
  30665. var BABYLON;
  30666. (function (BABYLON) {
  30667. /**
  30668. * Class used to store data that will be store in GPU memory
  30669. */
  30670. var Buffer = /** @class */ (function () {
  30671. /**
  30672. * Constructor
  30673. * @param engine the engine
  30674. * @param data the data to use for this buffer
  30675. * @param updatable whether the data is updatable
  30676. * @param stride the stride (optional)
  30677. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30678. * @param instanced whether the buffer is instanced (optional)
  30679. * @param useBytes set to true if the stride in in bytes (optional)
  30680. */
  30681. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30682. if (stride === void 0) { stride = 0; }
  30683. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30684. if (instanced === void 0) { instanced = false; }
  30685. if (useBytes === void 0) { useBytes = false; }
  30686. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30687. this._engine = engine.getScene().getEngine();
  30688. }
  30689. else {
  30690. this._engine = engine;
  30691. }
  30692. this._updatable = updatable;
  30693. this._instanced = instanced;
  30694. this._data = data;
  30695. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30696. if (!postponeInternalCreation) { // by default
  30697. this.create();
  30698. }
  30699. }
  30700. /**
  30701. * Create a new VertexBuffer based on the current buffer
  30702. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30703. * @param offset defines offset in the buffer (0 by default)
  30704. * @param size defines the size in floats of attributes (position is 3 for instance)
  30705. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30706. * @param instanced defines if the vertex buffer contains indexed data
  30707. * @param useBytes defines if the offset and stride are in bytes
  30708. * @returns the new vertex buffer
  30709. */
  30710. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30711. if (useBytes === void 0) { useBytes = false; }
  30712. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30713. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30714. // a lot of these parameters are ignored as they are overriden by the buffer
  30715. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30716. };
  30717. // Properties
  30718. /**
  30719. * Gets a boolean indicating if the Buffer is updatable?
  30720. * @returns true if the buffer is updatable
  30721. */
  30722. Buffer.prototype.isUpdatable = function () {
  30723. return this._updatable;
  30724. };
  30725. /**
  30726. * Gets current buffer's data
  30727. * @returns a DataArray or null
  30728. */
  30729. Buffer.prototype.getData = function () {
  30730. return this._data;
  30731. };
  30732. /**
  30733. * Gets underlying native buffer
  30734. * @returns underlying native buffer
  30735. */
  30736. Buffer.prototype.getBuffer = function () {
  30737. return this._buffer;
  30738. };
  30739. /**
  30740. * Gets the stride in float32 units (i.e. byte stride / 4).
  30741. * May not be an integer if the byte stride is not divisible by 4.
  30742. * DEPRECATED. Use byteStride instead.
  30743. * @returns the stride in float32 units
  30744. */
  30745. Buffer.prototype.getStrideSize = function () {
  30746. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30747. };
  30748. // Methods
  30749. /**
  30750. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30751. * @param data defines the data to store
  30752. */
  30753. Buffer.prototype.create = function (data) {
  30754. if (data === void 0) { data = null; }
  30755. if (!data && this._buffer) {
  30756. return; // nothing to do
  30757. }
  30758. data = data || this._data;
  30759. if (!data) {
  30760. return;
  30761. }
  30762. if (!this._buffer) { // create buffer
  30763. if (this._updatable) {
  30764. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30765. this._data = data;
  30766. }
  30767. else {
  30768. this._buffer = this._engine.createVertexBuffer(data);
  30769. }
  30770. }
  30771. else if (this._updatable) { // update buffer
  30772. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30773. this._data = data;
  30774. }
  30775. };
  30776. /** @hidden */
  30777. Buffer.prototype._rebuild = function () {
  30778. this._buffer = null;
  30779. this.create(this._data);
  30780. };
  30781. /**
  30782. * Update current buffer data
  30783. * @param data defines the data to store
  30784. */
  30785. Buffer.prototype.update = function (data) {
  30786. this.create(data);
  30787. };
  30788. /**
  30789. * Updates the data directly.
  30790. * @param data the new data
  30791. * @param offset the new offset
  30792. * @param vertexCount the vertex count (optional)
  30793. * @param useBytes set to true if the offset is in bytes
  30794. */
  30795. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30796. if (useBytes === void 0) { useBytes = false; }
  30797. if (!this._buffer) {
  30798. return;
  30799. }
  30800. if (this._updatable) { // update buffer
  30801. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30802. this._data = null;
  30803. }
  30804. };
  30805. /**
  30806. * Release all resources
  30807. */
  30808. Buffer.prototype.dispose = function () {
  30809. if (!this._buffer) {
  30810. return;
  30811. }
  30812. if (this._engine._releaseBuffer(this._buffer)) {
  30813. this._buffer = null;
  30814. }
  30815. };
  30816. return Buffer;
  30817. }());
  30818. BABYLON.Buffer = Buffer;
  30819. })(BABYLON || (BABYLON = {}));
  30820. //# sourceMappingURL=babylon.buffer.js.map
  30821. var BABYLON;
  30822. (function (BABYLON) {
  30823. /**
  30824. * Specialized buffer used to store vertex data
  30825. */
  30826. var VertexBuffer = /** @class */ (function () {
  30827. /**
  30828. * Constructor
  30829. * @param engine the engine
  30830. * @param data the data to use for this vertex buffer
  30831. * @param kind the vertex buffer kind
  30832. * @param updatable whether the data is updatable
  30833. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30834. * @param stride the stride (optional)
  30835. * @param instanced whether the buffer is instanced (optional)
  30836. * @param offset the offset of the data (optional)
  30837. * @param size the number of components (optional)
  30838. * @param type the type of the component (optional)
  30839. * @param normalized whether the data contains normalized data (optional)
  30840. * @param useBytes set to true if stride and offset are in bytes (optional)
  30841. */
  30842. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30843. if (normalized === void 0) { normalized = false; }
  30844. if (useBytes === void 0) { useBytes = false; }
  30845. if (data instanceof BABYLON.Buffer) {
  30846. this._buffer = data;
  30847. this._ownsBuffer = false;
  30848. }
  30849. else {
  30850. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30851. this._ownsBuffer = true;
  30852. }
  30853. this._kind = kind;
  30854. if (type == undefined) {
  30855. var data_1 = this.getData();
  30856. this.type = VertexBuffer.FLOAT;
  30857. if (data_1 instanceof Int8Array) {
  30858. this.type = VertexBuffer.BYTE;
  30859. }
  30860. else if (data_1 instanceof Uint8Array) {
  30861. this.type = VertexBuffer.UNSIGNED_BYTE;
  30862. }
  30863. else if (data_1 instanceof Int16Array) {
  30864. this.type = VertexBuffer.SHORT;
  30865. }
  30866. else if (data_1 instanceof Uint16Array) {
  30867. this.type = VertexBuffer.UNSIGNED_SHORT;
  30868. }
  30869. else if (data_1 instanceof Int32Array) {
  30870. this.type = VertexBuffer.INT;
  30871. }
  30872. else if (data_1 instanceof Uint32Array) {
  30873. this.type = VertexBuffer.UNSIGNED_INT;
  30874. }
  30875. }
  30876. else {
  30877. this.type = type;
  30878. }
  30879. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30880. if (useBytes) {
  30881. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30882. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30883. this.byteOffset = offset || 0;
  30884. }
  30885. else {
  30886. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30887. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30888. this.byteOffset = (offset || 0) * typeByteLength;
  30889. }
  30890. this.normalized = normalized;
  30891. this._instanced = instanced !== undefined ? instanced : false;
  30892. this._instanceDivisor = instanced ? 1 : 0;
  30893. }
  30894. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30895. /**
  30896. * Gets or sets the instance divisor when in instanced mode
  30897. */
  30898. get: function () {
  30899. return this._instanceDivisor;
  30900. },
  30901. set: function (value) {
  30902. this._instanceDivisor = value;
  30903. if (value == 0) {
  30904. this._instanced = false;
  30905. }
  30906. else {
  30907. this._instanced = true;
  30908. }
  30909. },
  30910. enumerable: true,
  30911. configurable: true
  30912. });
  30913. /** @hidden */
  30914. VertexBuffer.prototype._rebuild = function () {
  30915. if (!this._buffer) {
  30916. return;
  30917. }
  30918. this._buffer._rebuild();
  30919. };
  30920. /**
  30921. * Returns the kind of the VertexBuffer (string)
  30922. * @returns a string
  30923. */
  30924. VertexBuffer.prototype.getKind = function () {
  30925. return this._kind;
  30926. };
  30927. // Properties
  30928. /**
  30929. * Gets a boolean indicating if the VertexBuffer is updatable?
  30930. * @returns true if the buffer is updatable
  30931. */
  30932. VertexBuffer.prototype.isUpdatable = function () {
  30933. return this._buffer.isUpdatable();
  30934. };
  30935. /**
  30936. * Gets current buffer's data
  30937. * @returns a DataArray or null
  30938. */
  30939. VertexBuffer.prototype.getData = function () {
  30940. return this._buffer.getData();
  30941. };
  30942. /**
  30943. * Gets underlying native buffer
  30944. * @returns underlying native buffer
  30945. */
  30946. VertexBuffer.prototype.getBuffer = function () {
  30947. return this._buffer.getBuffer();
  30948. };
  30949. /**
  30950. * Gets the stride in float32 units (i.e. byte stride / 4).
  30951. * May not be an integer if the byte stride is not divisible by 4.
  30952. * DEPRECATED. Use byteStride instead.
  30953. * @returns the stride in float32 units
  30954. */
  30955. VertexBuffer.prototype.getStrideSize = function () {
  30956. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30957. };
  30958. /**
  30959. * Returns the offset as a multiple of the type byte length.
  30960. * DEPRECATED. Use byteOffset instead.
  30961. * @returns the offset in bytes
  30962. */
  30963. VertexBuffer.prototype.getOffset = function () {
  30964. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30965. };
  30966. /**
  30967. * Returns the number of components per vertex attribute (integer)
  30968. * @returns the size in float
  30969. */
  30970. VertexBuffer.prototype.getSize = function () {
  30971. return this._size;
  30972. };
  30973. /**
  30974. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30975. * @returns true if this buffer is instanced
  30976. */
  30977. VertexBuffer.prototype.getIsInstanced = function () {
  30978. return this._instanced;
  30979. };
  30980. /**
  30981. * Returns the instancing divisor, zero for non-instanced (integer).
  30982. * @returns a number
  30983. */
  30984. VertexBuffer.prototype.getInstanceDivisor = function () {
  30985. return this._instanceDivisor;
  30986. };
  30987. // Methods
  30988. /**
  30989. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30990. * @param data defines the data to store
  30991. */
  30992. VertexBuffer.prototype.create = function (data) {
  30993. this._buffer.create(data);
  30994. };
  30995. /**
  30996. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30997. * This function will create a new buffer if the current one is not updatable
  30998. * @param data defines the data to store
  30999. */
  31000. VertexBuffer.prototype.update = function (data) {
  31001. this._buffer.update(data);
  31002. };
  31003. /**
  31004. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31005. * Returns the directly updated WebGLBuffer.
  31006. * @param data the new data
  31007. * @param offset the new offset
  31008. * @param useBytes set to true if the offset is in bytes
  31009. */
  31010. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31011. if (useBytes === void 0) { useBytes = false; }
  31012. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31013. };
  31014. /**
  31015. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31016. */
  31017. VertexBuffer.prototype.dispose = function () {
  31018. if (this._ownsBuffer) {
  31019. this._buffer.dispose();
  31020. }
  31021. };
  31022. /**
  31023. * Enumerates each value of this vertex buffer as numbers.
  31024. * @param count the number of values to enumerate
  31025. * @param callback the callback function called for each value
  31026. */
  31027. VertexBuffer.prototype.forEach = function (count, callback) {
  31028. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31029. };
  31030. /**
  31031. * Deduces the stride given a kind.
  31032. * @param kind The kind string to deduce
  31033. * @returns The deduced stride
  31034. */
  31035. VertexBuffer.DeduceStride = function (kind) {
  31036. switch (kind) {
  31037. case VertexBuffer.UVKind:
  31038. case VertexBuffer.UV2Kind:
  31039. case VertexBuffer.UV3Kind:
  31040. case VertexBuffer.UV4Kind:
  31041. case VertexBuffer.UV5Kind:
  31042. case VertexBuffer.UV6Kind:
  31043. return 2;
  31044. case VertexBuffer.NormalKind:
  31045. case VertexBuffer.PositionKind:
  31046. return 3;
  31047. case VertexBuffer.ColorKind:
  31048. case VertexBuffer.MatricesIndicesKind:
  31049. case VertexBuffer.MatricesIndicesExtraKind:
  31050. case VertexBuffer.MatricesWeightsKind:
  31051. case VertexBuffer.MatricesWeightsExtraKind:
  31052. case VertexBuffer.TangentKind:
  31053. return 4;
  31054. default:
  31055. throw new Error("Invalid kind '" + kind + "'");
  31056. }
  31057. };
  31058. /**
  31059. * Gets the byte length of the given type.
  31060. * @param type the type
  31061. * @returns the number of bytes
  31062. */
  31063. VertexBuffer.GetTypeByteLength = function (type) {
  31064. switch (type) {
  31065. case VertexBuffer.BYTE:
  31066. case VertexBuffer.UNSIGNED_BYTE:
  31067. return 1;
  31068. case VertexBuffer.SHORT:
  31069. case VertexBuffer.UNSIGNED_SHORT:
  31070. return 2;
  31071. case VertexBuffer.INT:
  31072. case VertexBuffer.FLOAT:
  31073. return 4;
  31074. default:
  31075. throw new Error("Invalid type '" + type + "'");
  31076. }
  31077. };
  31078. /**
  31079. * Enumerates each value of the given parameters as numbers.
  31080. * @param data the data to enumerate
  31081. * @param byteOffset the byte offset of the data
  31082. * @param byteStride the byte stride of the data
  31083. * @param componentCount the number of components per element
  31084. * @param componentType the type of the component
  31085. * @param count the total number of components
  31086. * @param normalized whether the data is normalized
  31087. * @param callback the callback function called for each value
  31088. */
  31089. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31090. if (data instanceof Array) {
  31091. var offset = byteOffset / 4;
  31092. var stride = byteStride / 4;
  31093. for (var index = 0; index < count; index += componentCount) {
  31094. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31095. callback(data[offset + componentIndex], index + componentIndex);
  31096. }
  31097. offset += stride;
  31098. }
  31099. }
  31100. else {
  31101. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31102. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31103. for (var index = 0; index < count; index += componentCount) {
  31104. var componentByteOffset = byteOffset;
  31105. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31106. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31107. callback(value, index + componentIndex);
  31108. componentByteOffset += componentByteLength;
  31109. }
  31110. byteOffset += byteStride;
  31111. }
  31112. }
  31113. };
  31114. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31115. switch (type) {
  31116. case VertexBuffer.BYTE: {
  31117. var value = dataView.getInt8(byteOffset);
  31118. if (normalized) {
  31119. value = Math.max(value / 127, -1);
  31120. }
  31121. return value;
  31122. }
  31123. case VertexBuffer.UNSIGNED_BYTE: {
  31124. var value = dataView.getUint8(byteOffset);
  31125. if (normalized) {
  31126. value = value / 255;
  31127. }
  31128. return value;
  31129. }
  31130. case VertexBuffer.SHORT: {
  31131. var value = dataView.getInt16(byteOffset, true);
  31132. if (normalized) {
  31133. value = Math.max(value / 16383, -1);
  31134. }
  31135. return value;
  31136. }
  31137. case VertexBuffer.UNSIGNED_SHORT: {
  31138. var value = dataView.getUint16(byteOffset, true);
  31139. if (normalized) {
  31140. value = value / 65535;
  31141. }
  31142. return value;
  31143. }
  31144. case VertexBuffer.FLOAT: {
  31145. return dataView.getFloat32(byteOffset, true);
  31146. }
  31147. default: {
  31148. throw new Error("Invalid component type " + type);
  31149. }
  31150. }
  31151. };
  31152. /**
  31153. * The byte type.
  31154. */
  31155. VertexBuffer.BYTE = 5120;
  31156. /**
  31157. * The unsigned byte type.
  31158. */
  31159. VertexBuffer.UNSIGNED_BYTE = 5121;
  31160. /**
  31161. * The short type.
  31162. */
  31163. VertexBuffer.SHORT = 5122;
  31164. /**
  31165. * The unsigned short type.
  31166. */
  31167. VertexBuffer.UNSIGNED_SHORT = 5123;
  31168. /**
  31169. * The integer type.
  31170. */
  31171. VertexBuffer.INT = 5124;
  31172. /**
  31173. * The unsigned integer type.
  31174. */
  31175. VertexBuffer.UNSIGNED_INT = 5125;
  31176. /**
  31177. * The float type.
  31178. */
  31179. VertexBuffer.FLOAT = 5126;
  31180. // Enums
  31181. /**
  31182. * Positions
  31183. */
  31184. VertexBuffer.PositionKind = "position";
  31185. /**
  31186. * Normals
  31187. */
  31188. VertexBuffer.NormalKind = "normal";
  31189. /**
  31190. * Tangents
  31191. */
  31192. VertexBuffer.TangentKind = "tangent";
  31193. /**
  31194. * Texture coordinates
  31195. */
  31196. VertexBuffer.UVKind = "uv";
  31197. /**
  31198. * Texture coordinates 2
  31199. */
  31200. VertexBuffer.UV2Kind = "uv2";
  31201. /**
  31202. * Texture coordinates 3
  31203. */
  31204. VertexBuffer.UV3Kind = "uv3";
  31205. /**
  31206. * Texture coordinates 4
  31207. */
  31208. VertexBuffer.UV4Kind = "uv4";
  31209. /**
  31210. * Texture coordinates 5
  31211. */
  31212. VertexBuffer.UV5Kind = "uv5";
  31213. /**
  31214. * Texture coordinates 6
  31215. */
  31216. VertexBuffer.UV6Kind = "uv6";
  31217. /**
  31218. * Colors
  31219. */
  31220. VertexBuffer.ColorKind = "color";
  31221. /**
  31222. * Matrix indices (for bones)
  31223. */
  31224. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31225. /**
  31226. * Matrix weights (for bones)
  31227. */
  31228. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31229. /**
  31230. * Additional matrix indices (for bones)
  31231. */
  31232. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31233. /**
  31234. * Additional matrix weights (for bones)
  31235. */
  31236. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31237. return VertexBuffer;
  31238. }());
  31239. BABYLON.VertexBuffer = VertexBuffer;
  31240. })(BABYLON || (BABYLON = {}));
  31241. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31242. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31243. var BABYLON;
  31244. (function (BABYLON) {
  31245. /**
  31246. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31247. */
  31248. var DummyInternalTextureTracker = /** @class */ (function () {
  31249. function DummyInternalTextureTracker() {
  31250. /**
  31251. * Gets or set the previous tracker in the list
  31252. */
  31253. this.previous = null;
  31254. /**
  31255. * Gets or set the next tracker in the list
  31256. */
  31257. this.next = null;
  31258. }
  31259. return DummyInternalTextureTracker;
  31260. }());
  31261. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31262. })(BABYLON || (BABYLON = {}));
  31263. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31264. var BABYLON;
  31265. (function (BABYLON) {
  31266. /**
  31267. * Class used to store data associated with WebGL texture data for the engine
  31268. * This class should not be used directly
  31269. */
  31270. var InternalTexture = /** @class */ (function () {
  31271. /**
  31272. * Creates a new InternalTexture
  31273. * @param engine defines the engine to use
  31274. * @param dataSource defines the type of data that will be used
  31275. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31276. */
  31277. function InternalTexture(engine, dataSource, delayAllocation) {
  31278. if (delayAllocation === void 0) { delayAllocation = false; }
  31279. /**
  31280. * Observable called when the texture is loaded
  31281. */
  31282. this.onLoadedObservable = new BABYLON.Observable();
  31283. /**
  31284. * Gets or set the previous tracker in the list
  31285. */
  31286. this.previous = null;
  31287. /**
  31288. * Gets or set the next tracker in the list
  31289. */
  31290. this.next = null;
  31291. // Private
  31292. /** @hidden */
  31293. this._invertVScale = false;
  31294. /** @hidden */
  31295. this._initialSlot = -1;
  31296. /** @hidden */
  31297. this._designatedSlot = -1;
  31298. /** @hidden */
  31299. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31300. /** @hidden */
  31301. this._comparisonFunction = 0;
  31302. /** @hidden */
  31303. this._sphericalPolynomial = null;
  31304. /** @hidden */
  31305. this._lodGenerationScale = 0;
  31306. /** @hidden */
  31307. this._lodGenerationOffset = 0;
  31308. /** @hidden */
  31309. this._isRGBD = false;
  31310. /** @hidden */
  31311. this._references = 1;
  31312. this._engine = engine;
  31313. this._dataSource = dataSource;
  31314. if (!delayAllocation) {
  31315. this._webGLTexture = engine._createTexture();
  31316. }
  31317. }
  31318. /**
  31319. * Gets the Engine the texture belongs to.
  31320. * @returns The babylon engine
  31321. */
  31322. InternalTexture.prototype.getEngine = function () {
  31323. return this._engine;
  31324. };
  31325. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31326. /**
  31327. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31328. */
  31329. get: function () {
  31330. return this._dataSource;
  31331. },
  31332. enumerable: true,
  31333. configurable: true
  31334. });
  31335. /**
  31336. * Increments the number of references (ie. the number of Texture that point to it)
  31337. */
  31338. InternalTexture.prototype.incrementReferences = function () {
  31339. this._references++;
  31340. };
  31341. /**
  31342. * Change the size of the texture (not the size of the content)
  31343. * @param width defines the new width
  31344. * @param height defines the new height
  31345. * @param depth defines the new depth (1 by default)
  31346. */
  31347. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31348. if (depth === void 0) { depth = 1; }
  31349. this.width = width;
  31350. this.height = height;
  31351. this.depth = depth;
  31352. this.baseWidth = width;
  31353. this.baseHeight = height;
  31354. this.baseDepth = depth;
  31355. this._size = width * height * depth;
  31356. };
  31357. /** @hidden */
  31358. InternalTexture.prototype._rebuild = function () {
  31359. var _this = this;
  31360. var proxy;
  31361. this.isReady = false;
  31362. this._cachedCoordinatesMode = null;
  31363. this._cachedWrapU = null;
  31364. this._cachedWrapV = null;
  31365. this._cachedAnisotropicFilteringLevel = null;
  31366. switch (this._dataSource) {
  31367. case InternalTexture.DATASOURCE_TEMP:
  31368. return;
  31369. case InternalTexture.DATASOURCE_URL:
  31370. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31371. proxy._swapAndDie(_this);
  31372. _this.isReady = true;
  31373. }, null, this._buffer, undefined, this.format);
  31374. return;
  31375. case InternalTexture.DATASOURCE_RAW:
  31376. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31377. proxy._swapAndDie(this);
  31378. this.isReady = true;
  31379. return;
  31380. case InternalTexture.DATASOURCE_RAW3D:
  31381. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31382. proxy._swapAndDie(this);
  31383. this.isReady = true;
  31384. return;
  31385. case InternalTexture.DATASOURCE_DYNAMIC:
  31386. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31387. proxy._swapAndDie(this);
  31388. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31389. // The engine will make sure to update content so no need to flag it as isReady = true
  31390. return;
  31391. case InternalTexture.DATASOURCE_RENDERTARGET:
  31392. var options = new BABYLON.RenderTargetCreationOptions();
  31393. options.generateDepthBuffer = this._generateDepthBuffer;
  31394. options.generateMipMaps = this.generateMipMaps;
  31395. options.generateStencilBuffer = this._generateStencilBuffer;
  31396. options.samplingMode = this.samplingMode;
  31397. options.type = this.type;
  31398. if (this.isCube) {
  31399. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31400. }
  31401. else {
  31402. var size = {
  31403. width: this.width,
  31404. height: this.height
  31405. };
  31406. proxy = this._engine.createRenderTargetTexture(size, options);
  31407. }
  31408. proxy._swapAndDie(this);
  31409. this.isReady = true;
  31410. return;
  31411. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31412. var depthTextureOptions = {
  31413. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31414. comparisonFunction: this._comparisonFunction,
  31415. generateStencil: this._generateStencilBuffer,
  31416. isCube: this.isCube
  31417. };
  31418. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31419. proxy._swapAndDie(this);
  31420. this.isReady = true;
  31421. return;
  31422. case InternalTexture.DATASOURCE_CUBE:
  31423. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31424. proxy._swapAndDie(_this);
  31425. _this.isReady = true;
  31426. }, null, this.format, this._extension);
  31427. return;
  31428. case InternalTexture.DATASOURCE_CUBERAW:
  31429. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31430. proxy._swapAndDie(this);
  31431. this.isReady = true;
  31432. return;
  31433. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31434. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31435. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31436. proxy._swapAndDie(_this);
  31437. _this.isReady = true;
  31438. });
  31439. return;
  31440. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31441. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31442. if (proxy) {
  31443. proxy._swapAndDie(_this);
  31444. }
  31445. _this.isReady = true;
  31446. }, null, this.format, this._extension);
  31447. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31448. return;
  31449. }
  31450. };
  31451. /** @hidden */
  31452. InternalTexture.prototype._swapAndDie = function (target) {
  31453. target._webGLTexture = this._webGLTexture;
  31454. if (this._framebuffer) {
  31455. target._framebuffer = this._framebuffer;
  31456. }
  31457. if (this._depthStencilBuffer) {
  31458. target._depthStencilBuffer = this._depthStencilBuffer;
  31459. }
  31460. if (this._lodTextureHigh) {
  31461. if (target._lodTextureHigh) {
  31462. target._lodTextureHigh.dispose();
  31463. }
  31464. target._lodTextureHigh = this._lodTextureHigh;
  31465. }
  31466. if (this._lodTextureMid) {
  31467. if (target._lodTextureMid) {
  31468. target._lodTextureMid.dispose();
  31469. }
  31470. target._lodTextureMid = this._lodTextureMid;
  31471. }
  31472. if (this._lodTextureLow) {
  31473. if (target._lodTextureLow) {
  31474. target._lodTextureLow.dispose();
  31475. }
  31476. target._lodTextureLow = this._lodTextureLow;
  31477. }
  31478. var cache = this._engine.getLoadedTexturesCache();
  31479. var index = cache.indexOf(this);
  31480. if (index !== -1) {
  31481. cache.splice(index, 1);
  31482. }
  31483. };
  31484. /**
  31485. * Dispose the current allocated resources
  31486. */
  31487. InternalTexture.prototype.dispose = function () {
  31488. if (!this._webGLTexture) {
  31489. return;
  31490. }
  31491. this._references--;
  31492. if (this._references === 0) {
  31493. this._engine._releaseTexture(this);
  31494. this._webGLTexture = null;
  31495. this.previous = null;
  31496. this.next = null;
  31497. }
  31498. };
  31499. /**
  31500. * The source of the texture data is unknown
  31501. */
  31502. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31503. /**
  31504. * Texture data comes from an URL
  31505. */
  31506. InternalTexture.DATASOURCE_URL = 1;
  31507. /**
  31508. * Texture data is only used for temporary storage
  31509. */
  31510. InternalTexture.DATASOURCE_TEMP = 2;
  31511. /**
  31512. * Texture data comes from raw data (ArrayBuffer)
  31513. */
  31514. InternalTexture.DATASOURCE_RAW = 3;
  31515. /**
  31516. * Texture content is dynamic (video or dynamic texture)
  31517. */
  31518. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31519. /**
  31520. * Texture content is generated by rendering to it
  31521. */
  31522. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31523. /**
  31524. * Texture content is part of a multi render target process
  31525. */
  31526. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31527. /**
  31528. * Texture data comes from a cube data file
  31529. */
  31530. InternalTexture.DATASOURCE_CUBE = 7;
  31531. /**
  31532. * Texture data comes from a raw cube data
  31533. */
  31534. InternalTexture.DATASOURCE_CUBERAW = 8;
  31535. /**
  31536. * Texture data come from a prefiltered cube data file
  31537. */
  31538. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31539. /**
  31540. * Texture content is raw 3D data
  31541. */
  31542. InternalTexture.DATASOURCE_RAW3D = 10;
  31543. /**
  31544. * Texture content is a depth texture
  31545. */
  31546. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31547. /**
  31548. * Texture data comes from a raw cube data encoded with RGBD
  31549. */
  31550. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31551. return InternalTexture;
  31552. }());
  31553. BABYLON.InternalTexture = InternalTexture;
  31554. })(BABYLON || (BABYLON = {}));
  31555. //# sourceMappingURL=babylon.internalTexture.js.map
  31556. var BABYLON;
  31557. (function (BABYLON) {
  31558. /**
  31559. * Base class of all the textures in babylon.
  31560. * It groups all the common properties the materials, post process, lights... might need
  31561. * in order to make a correct use of the texture.
  31562. */
  31563. var BaseTexture = /** @class */ (function () {
  31564. /**
  31565. * Instantiates a new BaseTexture.
  31566. * Base class of all the textures in babylon.
  31567. * It groups all the common properties the materials, post process, lights... might need
  31568. * in order to make a correct use of the texture.
  31569. * @param scene Define the scene the texture blongs to
  31570. */
  31571. function BaseTexture(scene) {
  31572. /**
  31573. * Gets or sets an object used to store user defined information.
  31574. */
  31575. this.metadata = null;
  31576. /**
  31577. * For internal use only. Please do not use.
  31578. */
  31579. this.reservedDataStore = null;
  31580. this._hasAlpha = false;
  31581. /**
  31582. * Defines if the alpha value should be determined via the rgb values.
  31583. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31584. */
  31585. this.getAlphaFromRGB = false;
  31586. /**
  31587. * Intensity or strength of the texture.
  31588. * It is commonly used by materials to fine tune the intensity of the texture
  31589. */
  31590. this.level = 1;
  31591. /**
  31592. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31593. * This is part of the texture as textures usually maps to one uv set.
  31594. */
  31595. this.coordinatesIndex = 0;
  31596. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31597. /**
  31598. * | Value | Type | Description |
  31599. * | ----- | ------------------ | ----------- |
  31600. * | 0 | CLAMP_ADDRESSMODE | |
  31601. * | 1 | WRAP_ADDRESSMODE | |
  31602. * | 2 | MIRROR_ADDRESSMODE | |
  31603. */
  31604. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31605. /**
  31606. * | Value | Type | Description |
  31607. * | ----- | ------------------ | ----------- |
  31608. * | 0 | CLAMP_ADDRESSMODE | |
  31609. * | 1 | WRAP_ADDRESSMODE | |
  31610. * | 2 | MIRROR_ADDRESSMODE | |
  31611. */
  31612. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31613. /**
  31614. * | Value | Type | Description |
  31615. * | ----- | ------------------ | ----------- |
  31616. * | 0 | CLAMP_ADDRESSMODE | |
  31617. * | 1 | WRAP_ADDRESSMODE | |
  31618. * | 2 | MIRROR_ADDRESSMODE | |
  31619. */
  31620. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31621. /**
  31622. * With compliant hardware and browser (supporting anisotropic filtering)
  31623. * this defines the level of anisotropic filtering in the texture.
  31624. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31625. */
  31626. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31627. /**
  31628. * Define if the texture is a cube texture or if false a 2d texture.
  31629. */
  31630. this.isCube = false;
  31631. /**
  31632. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31633. */
  31634. this.is3D = false;
  31635. /**
  31636. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31637. * HDR texture are usually stored in linear space.
  31638. * This only impacts the PBR and Background materials
  31639. */
  31640. this.gammaSpace = true;
  31641. /**
  31642. * Is Z inverted in the texture (useful in a cube texture).
  31643. */
  31644. this.invertZ = false;
  31645. /**
  31646. * @hidden
  31647. */
  31648. this.lodLevelInAlpha = false;
  31649. /**
  31650. * Define if the texture is a render target.
  31651. */
  31652. this.isRenderTarget = false;
  31653. /**
  31654. * Define the list of animation attached to the texture.
  31655. */
  31656. this.animations = new Array();
  31657. /**
  31658. * An event triggered when the texture is disposed.
  31659. */
  31660. this.onDisposeObservable = new BABYLON.Observable();
  31661. /**
  31662. * Define the current state of the loading sequence when in delayed load mode.
  31663. */
  31664. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31665. this._cachedSize = BABYLON.Size.Zero();
  31666. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31667. if (this._scene) {
  31668. this.uniqueId = this._scene.getUniqueId();
  31669. this._scene.addTexture(this);
  31670. }
  31671. this._uid = null;
  31672. }
  31673. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31674. get: function () {
  31675. return this._hasAlpha;
  31676. },
  31677. /**
  31678. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31679. */
  31680. set: function (value) {
  31681. if (this._hasAlpha === value) {
  31682. return;
  31683. }
  31684. this._hasAlpha = value;
  31685. if (this._scene) {
  31686. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31687. }
  31688. },
  31689. enumerable: true,
  31690. configurable: true
  31691. });
  31692. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31693. get: function () {
  31694. return this._coordinatesMode;
  31695. },
  31696. /**
  31697. * How a texture is mapped.
  31698. *
  31699. * | Value | Type | Description |
  31700. * | ----- | ----------------------------------- | ----------- |
  31701. * | 0 | EXPLICIT_MODE | |
  31702. * | 1 | SPHERICAL_MODE | |
  31703. * | 2 | PLANAR_MODE | |
  31704. * | 3 | CUBIC_MODE | |
  31705. * | 4 | PROJECTION_MODE | |
  31706. * | 5 | SKYBOX_MODE | |
  31707. * | 6 | INVCUBIC_MODE | |
  31708. * | 7 | EQUIRECTANGULAR_MODE | |
  31709. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31710. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31711. */
  31712. set: function (value) {
  31713. if (this._coordinatesMode === value) {
  31714. return;
  31715. }
  31716. this._coordinatesMode = value;
  31717. if (this._scene) {
  31718. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31719. }
  31720. },
  31721. enumerable: true,
  31722. configurable: true
  31723. });
  31724. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31725. /**
  31726. * Gets whether or not the texture contains RGBD data.
  31727. */
  31728. get: function () {
  31729. return this._texture != null && this._texture._isRGBD;
  31730. },
  31731. enumerable: true,
  31732. configurable: true
  31733. });
  31734. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31735. /**
  31736. * Are mip maps generated for this texture or not.
  31737. */
  31738. get: function () {
  31739. return false;
  31740. },
  31741. enumerable: true,
  31742. configurable: true
  31743. });
  31744. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31745. /**
  31746. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31747. */
  31748. get: function () {
  31749. if (this._texture) {
  31750. return this._texture._lodGenerationOffset;
  31751. }
  31752. return 0.0;
  31753. },
  31754. set: function (value) {
  31755. if (this._texture) {
  31756. this._texture._lodGenerationOffset = value;
  31757. }
  31758. },
  31759. enumerable: true,
  31760. configurable: true
  31761. });
  31762. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31763. /**
  31764. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31765. */
  31766. get: function () {
  31767. if (this._texture) {
  31768. return this._texture._lodGenerationScale;
  31769. }
  31770. return 0.0;
  31771. },
  31772. set: function (value) {
  31773. if (this._texture) {
  31774. this._texture._lodGenerationScale = value;
  31775. }
  31776. },
  31777. enumerable: true,
  31778. configurable: true
  31779. });
  31780. Object.defineProperty(BaseTexture.prototype, "uid", {
  31781. /**
  31782. * Define the unique id of the texture in the scene.
  31783. */
  31784. get: function () {
  31785. if (!this._uid) {
  31786. this._uid = BABYLON.Tools.RandomId();
  31787. }
  31788. return this._uid;
  31789. },
  31790. enumerable: true,
  31791. configurable: true
  31792. });
  31793. /**
  31794. * Return a string representation of the texture.
  31795. * @returns the texture as a string
  31796. */
  31797. BaseTexture.prototype.toString = function () {
  31798. return this.name;
  31799. };
  31800. /**
  31801. * Get the class name of the texture.
  31802. * @returns "BaseTexture"
  31803. */
  31804. BaseTexture.prototype.getClassName = function () {
  31805. return "BaseTexture";
  31806. };
  31807. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31808. /**
  31809. * Callback triggered when the texture has been disposed.
  31810. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31811. */
  31812. set: function (callback) {
  31813. if (this._onDisposeObserver) {
  31814. this.onDisposeObservable.remove(this._onDisposeObserver);
  31815. }
  31816. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31817. },
  31818. enumerable: true,
  31819. configurable: true
  31820. });
  31821. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31822. /**
  31823. * Define if the texture is preventinga material to render or not.
  31824. * If not and the texture is not ready, the engine will use a default black texture instead.
  31825. */
  31826. get: function () {
  31827. return true;
  31828. },
  31829. enumerable: true,
  31830. configurable: true
  31831. });
  31832. /**
  31833. * Get the scene the texture belongs to.
  31834. * @returns the scene or null if undefined
  31835. */
  31836. BaseTexture.prototype.getScene = function () {
  31837. return this._scene;
  31838. };
  31839. /**
  31840. * Get the texture transform matrix used to offset tile the texture for istance.
  31841. * @returns the transformation matrix
  31842. */
  31843. BaseTexture.prototype.getTextureMatrix = function () {
  31844. return BABYLON.Matrix.IdentityReadOnly;
  31845. };
  31846. /**
  31847. * Get the texture reflection matrix used to rotate/transform the reflection.
  31848. * @returns the reflection matrix
  31849. */
  31850. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31851. return BABYLON.Matrix.IdentityReadOnly;
  31852. };
  31853. /**
  31854. * Get the underlying lower level texture from Babylon.
  31855. * @returns the insternal texture
  31856. */
  31857. BaseTexture.prototype.getInternalTexture = function () {
  31858. return this._texture;
  31859. };
  31860. /**
  31861. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31862. * @returns true if ready or not blocking
  31863. */
  31864. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31865. return !this.isBlocking || this.isReady();
  31866. };
  31867. /**
  31868. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31869. * @returns true if fully ready
  31870. */
  31871. BaseTexture.prototype.isReady = function () {
  31872. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31873. this.delayLoad();
  31874. return false;
  31875. }
  31876. if (this._texture) {
  31877. return this._texture.isReady;
  31878. }
  31879. return false;
  31880. };
  31881. /**
  31882. * Get the size of the texture.
  31883. * @returns the texture size.
  31884. */
  31885. BaseTexture.prototype.getSize = function () {
  31886. if (this._texture) {
  31887. if (this._texture.width) {
  31888. this._cachedSize.width = this._texture.width;
  31889. this._cachedSize.height = this._texture.height;
  31890. return this._cachedSize;
  31891. }
  31892. if (this._texture._size) {
  31893. this._cachedSize.width = this._texture._size;
  31894. this._cachedSize.height = this._texture._size;
  31895. return this._cachedSize;
  31896. }
  31897. }
  31898. return this._cachedSize;
  31899. };
  31900. /**
  31901. * Get the base size of the texture.
  31902. * It can be different from the size if the texture has been resized for POT for instance
  31903. * @returns the base size
  31904. */
  31905. BaseTexture.prototype.getBaseSize = function () {
  31906. if (!this.isReady() || !this._texture) {
  31907. return BABYLON.Size.Zero();
  31908. }
  31909. if (this._texture._size) {
  31910. return new BABYLON.Size(this._texture._size, this._texture._size);
  31911. }
  31912. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31913. };
  31914. /**
  31915. * Update the sampling mode of the texture.
  31916. * Default is Trilinear mode.
  31917. *
  31918. * | Value | Type | Description |
  31919. * | ----- | ------------------ | ----------- |
  31920. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31921. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31922. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31923. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31924. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31925. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31926. * | 7 | NEAREST_LINEAR | |
  31927. * | 8 | NEAREST_NEAREST | |
  31928. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31929. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31930. * | 11 | LINEAR_LINEAR | |
  31931. * | 12 | LINEAR_NEAREST | |
  31932. *
  31933. * > _mag_: magnification filter (close to the viewer)
  31934. * > _min_: minification filter (far from the viewer)
  31935. * > _mip_: filter used between mip map levels
  31936. *@param samplingMode Define the new sampling mode of the texture
  31937. */
  31938. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31939. if (!this._texture) {
  31940. return;
  31941. }
  31942. var scene = this.getScene();
  31943. if (!scene) {
  31944. return;
  31945. }
  31946. this._samplingMode = samplingMode;
  31947. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31948. };
  31949. /**
  31950. * Scales the texture if is `canRescale()`
  31951. * @param ratio the resize factor we want to use to rescale
  31952. */
  31953. BaseTexture.prototype.scale = function (ratio) {
  31954. };
  31955. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31956. /**
  31957. * Get if the texture can rescale.
  31958. */
  31959. get: function () {
  31960. return false;
  31961. },
  31962. enumerable: true,
  31963. configurable: true
  31964. });
  31965. /** @hidden */
  31966. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31967. if (!this._scene) {
  31968. return null;
  31969. }
  31970. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31971. for (var index = 0; index < texturesCache.length; index++) {
  31972. var texturesCacheEntry = texturesCache[index];
  31973. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31974. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31975. texturesCacheEntry.incrementReferences();
  31976. return texturesCacheEntry;
  31977. }
  31978. }
  31979. }
  31980. return null;
  31981. };
  31982. /** @hidden */
  31983. BaseTexture.prototype._rebuild = function () {
  31984. };
  31985. /**
  31986. * Triggers the load sequence in delayed load mode.
  31987. */
  31988. BaseTexture.prototype.delayLoad = function () {
  31989. };
  31990. /**
  31991. * Clones the texture.
  31992. * @returns the cloned texture
  31993. */
  31994. BaseTexture.prototype.clone = function () {
  31995. return null;
  31996. };
  31997. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31998. /**
  31999. * Get the texture underlying type (INT, FLOAT...)
  32000. */
  32001. get: function () {
  32002. if (!this._texture) {
  32003. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32004. }
  32005. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32006. },
  32007. enumerable: true,
  32008. configurable: true
  32009. });
  32010. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32011. /**
  32012. * Get the texture underlying format (RGB, RGBA...)
  32013. */
  32014. get: function () {
  32015. if (!this._texture) {
  32016. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32017. }
  32018. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32019. },
  32020. enumerable: true,
  32021. configurable: true
  32022. });
  32023. /**
  32024. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32025. * This will returns an RGBA array buffer containing either in values (0-255) or
  32026. * float values (0-1) depending of the underlying buffer type.
  32027. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32028. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32029. * @param buffer defines a user defined buffer to fill with data (can be null)
  32030. * @returns The Array buffer containing the pixels data.
  32031. */
  32032. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32033. if (faceIndex === void 0) { faceIndex = 0; }
  32034. if (level === void 0) { level = 0; }
  32035. if (buffer === void 0) { buffer = null; }
  32036. if (!this._texture) {
  32037. return null;
  32038. }
  32039. var size = this.getSize();
  32040. var width = size.width;
  32041. var height = size.height;
  32042. var scene = this.getScene();
  32043. if (!scene) {
  32044. return null;
  32045. }
  32046. var engine = scene.getEngine();
  32047. if (level != 0) {
  32048. width = width / Math.pow(2, level);
  32049. height = height / Math.pow(2, level);
  32050. width = Math.round(width);
  32051. height = Math.round(height);
  32052. }
  32053. if (this._texture.isCube) {
  32054. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32055. }
  32056. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32057. };
  32058. /**
  32059. * Release and destroy the underlying lower level texture aka internalTexture.
  32060. */
  32061. BaseTexture.prototype.releaseInternalTexture = function () {
  32062. if (this._texture) {
  32063. this._texture.dispose();
  32064. this._texture = null;
  32065. }
  32066. };
  32067. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32068. /**
  32069. * Get the polynomial representation of the texture data.
  32070. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32071. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32072. */
  32073. get: function () {
  32074. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32075. return null;
  32076. }
  32077. if (!this._texture._sphericalPolynomial) {
  32078. this._texture._sphericalPolynomial =
  32079. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32080. }
  32081. return this._texture._sphericalPolynomial;
  32082. },
  32083. set: function (value) {
  32084. if (this._texture) {
  32085. this._texture._sphericalPolynomial = value;
  32086. }
  32087. },
  32088. enumerable: true,
  32089. configurable: true
  32090. });
  32091. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32092. /** @hidden */
  32093. get: function () {
  32094. if (this._texture) {
  32095. return this._texture._lodTextureHigh;
  32096. }
  32097. return null;
  32098. },
  32099. enumerable: true,
  32100. configurable: true
  32101. });
  32102. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32103. /** @hidden */
  32104. get: function () {
  32105. if (this._texture) {
  32106. return this._texture._lodTextureMid;
  32107. }
  32108. return null;
  32109. },
  32110. enumerable: true,
  32111. configurable: true
  32112. });
  32113. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32114. /** @hidden */
  32115. get: function () {
  32116. if (this._texture) {
  32117. return this._texture._lodTextureLow;
  32118. }
  32119. return null;
  32120. },
  32121. enumerable: true,
  32122. configurable: true
  32123. });
  32124. /**
  32125. * Dispose the texture and release its associated resources.
  32126. */
  32127. BaseTexture.prototype.dispose = function () {
  32128. if (!this._scene) {
  32129. return;
  32130. }
  32131. // Animations
  32132. this._scene.stopAnimation(this);
  32133. // Remove from scene
  32134. this._scene._removePendingData(this);
  32135. var index = this._scene.textures.indexOf(this);
  32136. if (index >= 0) {
  32137. this._scene.textures.splice(index, 1);
  32138. }
  32139. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32140. if (this._texture === undefined) {
  32141. return;
  32142. }
  32143. // Release
  32144. this.releaseInternalTexture();
  32145. // Callback
  32146. this.onDisposeObservable.notifyObservers(this);
  32147. this.onDisposeObservable.clear();
  32148. };
  32149. /**
  32150. * Serialize the texture into a JSON representation that can be parsed later on.
  32151. * @returns the JSON representation of the texture
  32152. */
  32153. BaseTexture.prototype.serialize = function () {
  32154. if (!this.name) {
  32155. return null;
  32156. }
  32157. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32158. // Animations
  32159. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32160. return serializationObject;
  32161. };
  32162. /**
  32163. * Helper function to be called back once a list of texture contains only ready textures.
  32164. * @param textures Define the list of textures to wait for
  32165. * @param callback Define the callback triggered once the entire list will be ready
  32166. */
  32167. BaseTexture.WhenAllReady = function (textures, callback) {
  32168. var numRemaining = textures.length;
  32169. if (numRemaining === 0) {
  32170. callback();
  32171. return;
  32172. }
  32173. var _loop_1 = function () {
  32174. texture = textures[i];
  32175. if (texture.isReady()) {
  32176. if (--numRemaining === 0) {
  32177. callback();
  32178. }
  32179. }
  32180. else {
  32181. onLoadObservable = texture.onLoadObservable;
  32182. var onLoadCallback_1 = function () {
  32183. onLoadObservable.removeCallback(onLoadCallback_1);
  32184. if (--numRemaining === 0) {
  32185. callback();
  32186. }
  32187. };
  32188. onLoadObservable.add(onLoadCallback_1);
  32189. }
  32190. };
  32191. var texture, onLoadObservable;
  32192. for (var i = 0; i < textures.length; i++) {
  32193. _loop_1();
  32194. }
  32195. };
  32196. /**
  32197. * Default anisotropic filtering level for the application.
  32198. * It is set to 4 as a good tradeoff between perf and quality.
  32199. */
  32200. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32201. __decorate([
  32202. BABYLON.serialize()
  32203. ], BaseTexture.prototype, "uniqueId", void 0);
  32204. __decorate([
  32205. BABYLON.serialize()
  32206. ], BaseTexture.prototype, "name", void 0);
  32207. __decorate([
  32208. BABYLON.serialize()
  32209. ], BaseTexture.prototype, "metadata", void 0);
  32210. __decorate([
  32211. BABYLON.serialize("hasAlpha")
  32212. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32213. __decorate([
  32214. BABYLON.serialize()
  32215. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32216. __decorate([
  32217. BABYLON.serialize()
  32218. ], BaseTexture.prototype, "level", void 0);
  32219. __decorate([
  32220. BABYLON.serialize()
  32221. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32222. __decorate([
  32223. BABYLON.serialize("coordinatesMode")
  32224. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32225. __decorate([
  32226. BABYLON.serialize()
  32227. ], BaseTexture.prototype, "wrapU", void 0);
  32228. __decorate([
  32229. BABYLON.serialize()
  32230. ], BaseTexture.prototype, "wrapV", void 0);
  32231. __decorate([
  32232. BABYLON.serialize()
  32233. ], BaseTexture.prototype, "wrapR", void 0);
  32234. __decorate([
  32235. BABYLON.serialize()
  32236. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32237. __decorate([
  32238. BABYLON.serialize()
  32239. ], BaseTexture.prototype, "isCube", void 0);
  32240. __decorate([
  32241. BABYLON.serialize()
  32242. ], BaseTexture.prototype, "is3D", void 0);
  32243. __decorate([
  32244. BABYLON.serialize()
  32245. ], BaseTexture.prototype, "gammaSpace", void 0);
  32246. __decorate([
  32247. BABYLON.serialize()
  32248. ], BaseTexture.prototype, "invertZ", void 0);
  32249. __decorate([
  32250. BABYLON.serialize()
  32251. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32252. __decorate([
  32253. BABYLON.serialize()
  32254. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32255. __decorate([
  32256. BABYLON.serialize()
  32257. ], BaseTexture.prototype, "lodGenerationScale", null);
  32258. __decorate([
  32259. BABYLON.serialize()
  32260. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32261. return BaseTexture;
  32262. }());
  32263. BABYLON.BaseTexture = BaseTexture;
  32264. })(BABYLON || (BABYLON = {}));
  32265. //# sourceMappingURL=babylon.baseTexture.js.map
  32266. var BABYLON;
  32267. (function (BABYLON) {
  32268. /**
  32269. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32270. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32271. */
  32272. var Texture = /** @class */ (function (_super) {
  32273. __extends(Texture, _super);
  32274. /**
  32275. * Instantiates a new texture.
  32276. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32277. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32278. * @param url define the url of the picture to load as a texture
  32279. * @param scene define the scene the texture will belong to
  32280. * @param noMipmap define if the texture will require mip maps or not
  32281. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32282. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32283. * @param onLoad define a callback triggered when the texture has been loaded
  32284. * @param onError define a callback triggered when an error occurred during the loading session
  32285. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32286. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32287. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32288. */
  32289. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32290. if (noMipmap === void 0) { noMipmap = false; }
  32291. if (invertY === void 0) { invertY = true; }
  32292. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32293. if (onLoad === void 0) { onLoad = null; }
  32294. if (onError === void 0) { onError = null; }
  32295. if (buffer === void 0) { buffer = null; }
  32296. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32297. var _this = _super.call(this, scene) || this;
  32298. /**
  32299. * Define an offset on the texture to offset the u coordinates of the UVs
  32300. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32301. */
  32302. _this.uOffset = 0;
  32303. /**
  32304. * Define an offset on the texture to offset the v coordinates of the UVs
  32305. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32306. */
  32307. _this.vOffset = 0;
  32308. /**
  32309. * Define an offset on the texture to scale the u coordinates of the UVs
  32310. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32311. */
  32312. _this.uScale = 1.0;
  32313. /**
  32314. * Define an offset on the texture to scale the v coordinates of the UVs
  32315. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32316. */
  32317. _this.vScale = 1.0;
  32318. /**
  32319. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32320. * @see http://doc.babylonjs.com/how_to/more_materials
  32321. */
  32322. _this.uAng = 0;
  32323. /**
  32324. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32325. * @see http://doc.babylonjs.com/how_to/more_materials
  32326. */
  32327. _this.vAng = 0;
  32328. /**
  32329. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32330. * @see http://doc.babylonjs.com/how_to/more_materials
  32331. */
  32332. _this.wAng = 0;
  32333. /**
  32334. * Defines the center of rotation (U)
  32335. */
  32336. _this.uRotationCenter = 0.5;
  32337. /**
  32338. * Defines the center of rotation (V)
  32339. */
  32340. _this.vRotationCenter = 0.5;
  32341. /**
  32342. * Defines the center of rotation (W)
  32343. */
  32344. _this.wRotationCenter = 0.5;
  32345. /**
  32346. * Observable triggered once the texture has been loaded.
  32347. */
  32348. _this.onLoadObservable = new BABYLON.Observable();
  32349. _this._isBlocking = true;
  32350. _this.name = url || "";
  32351. _this.url = url;
  32352. _this._noMipmap = noMipmap;
  32353. _this._invertY = invertY;
  32354. _this._samplingMode = samplingMode;
  32355. _this._buffer = buffer;
  32356. _this._deleteBuffer = deleteBuffer;
  32357. if (format) {
  32358. _this._format = format;
  32359. }
  32360. scene = _this.getScene();
  32361. if (!scene) {
  32362. return _this;
  32363. }
  32364. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32365. var load = function () {
  32366. if (_this._texture && _this._texture._invertVScale) {
  32367. _this.vScale *= -1;
  32368. }
  32369. if (_this.onLoadObservable.hasObservers()) {
  32370. _this.onLoadObservable.notifyObservers(_this);
  32371. }
  32372. if (onLoad) {
  32373. onLoad();
  32374. }
  32375. if (!_this.isBlocking && scene) {
  32376. scene.resetCachedMaterial();
  32377. }
  32378. };
  32379. if (!_this.url) {
  32380. _this._delayedOnLoad = load;
  32381. _this._delayedOnError = onError;
  32382. return _this;
  32383. }
  32384. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32385. if (!_this._texture) {
  32386. if (!scene.useDelayedTextureLoading) {
  32387. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32388. if (deleteBuffer) {
  32389. delete _this._buffer;
  32390. }
  32391. }
  32392. else {
  32393. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32394. _this._delayedOnLoad = load;
  32395. _this._delayedOnError = onError;
  32396. }
  32397. }
  32398. else {
  32399. if (_this._texture.isReady) {
  32400. BABYLON.Tools.SetImmediate(function () { return load(); });
  32401. }
  32402. else {
  32403. _this._texture.onLoadedObservable.add(load);
  32404. }
  32405. }
  32406. return _this;
  32407. }
  32408. Object.defineProperty(Texture.prototype, "noMipmap", {
  32409. /**
  32410. * Are mip maps generated for this texture or not.
  32411. */
  32412. get: function () {
  32413. return this._noMipmap;
  32414. },
  32415. enumerable: true,
  32416. configurable: true
  32417. });
  32418. Object.defineProperty(Texture.prototype, "isBlocking", {
  32419. get: function () {
  32420. return this._isBlocking;
  32421. },
  32422. /**
  32423. * Is the texture preventing material to render while loading.
  32424. * If false, a default texture will be used instead of the loading one during the preparation step.
  32425. */
  32426. set: function (value) {
  32427. this._isBlocking = value;
  32428. },
  32429. enumerable: true,
  32430. configurable: true
  32431. });
  32432. Object.defineProperty(Texture.prototype, "samplingMode", {
  32433. /**
  32434. * Get the current sampling mode associated with the texture.
  32435. */
  32436. get: function () {
  32437. return this._samplingMode;
  32438. },
  32439. enumerable: true,
  32440. configurable: true
  32441. });
  32442. Object.defineProperty(Texture.prototype, "invertY", {
  32443. /**
  32444. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32445. */
  32446. get: function () {
  32447. return this._invertY;
  32448. },
  32449. enumerable: true,
  32450. configurable: true
  32451. });
  32452. /**
  32453. * Update the url (and optional buffer) of this texture if url was null during construction.
  32454. * @param url the url of the texture
  32455. * @param buffer the buffer of the texture (defaults to null)
  32456. * @param onLoad callback called when the texture is loaded (defaults to null)
  32457. */
  32458. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32459. if (buffer === void 0) { buffer = null; }
  32460. if (this.url) {
  32461. this.releaseInternalTexture();
  32462. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32463. }
  32464. this.url = url;
  32465. this._buffer = buffer;
  32466. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32467. if (onLoad) {
  32468. this._delayedOnLoad = onLoad;
  32469. }
  32470. this.delayLoad();
  32471. };
  32472. /**
  32473. * Finish the loading sequence of a texture flagged as delayed load.
  32474. * @hidden
  32475. */
  32476. Texture.prototype.delayLoad = function () {
  32477. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32478. return;
  32479. }
  32480. var scene = this.getScene();
  32481. if (!scene) {
  32482. return;
  32483. }
  32484. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32485. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32486. if (!this._texture) {
  32487. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32488. if (this._deleteBuffer) {
  32489. delete this._buffer;
  32490. }
  32491. }
  32492. else {
  32493. if (this._delayedOnLoad) {
  32494. if (this._texture.isReady) {
  32495. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32496. }
  32497. else {
  32498. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32499. }
  32500. }
  32501. }
  32502. this._delayedOnLoad = null;
  32503. this._delayedOnError = null;
  32504. };
  32505. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32506. x *= this.uScale;
  32507. y *= this.vScale;
  32508. x -= this.uRotationCenter * this.uScale;
  32509. y -= this.vRotationCenter * this.vScale;
  32510. z -= this.wRotationCenter;
  32511. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32512. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32513. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32514. t.z += this.wRotationCenter;
  32515. };
  32516. /**
  32517. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32518. * @returns the transform matrix of the texture.
  32519. */
  32520. Texture.prototype.getTextureMatrix = function () {
  32521. var _this = this;
  32522. if (this.uOffset === this._cachedUOffset &&
  32523. this.vOffset === this._cachedVOffset &&
  32524. this.uScale === this._cachedUScale &&
  32525. this.vScale === this._cachedVScale &&
  32526. this.uAng === this._cachedUAng &&
  32527. this.vAng === this._cachedVAng &&
  32528. this.wAng === this._cachedWAng) {
  32529. return this._cachedTextureMatrix;
  32530. }
  32531. this._cachedUOffset = this.uOffset;
  32532. this._cachedVOffset = this.vOffset;
  32533. this._cachedUScale = this.uScale;
  32534. this._cachedVScale = this.vScale;
  32535. this._cachedUAng = this.uAng;
  32536. this._cachedVAng = this.vAng;
  32537. this._cachedWAng = this.wAng;
  32538. if (!this._cachedTextureMatrix) {
  32539. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32540. this._rowGenerationMatrix = new BABYLON.Matrix();
  32541. this._t0 = BABYLON.Vector3.Zero();
  32542. this._t1 = BABYLON.Vector3.Zero();
  32543. this._t2 = BABYLON.Vector3.Zero();
  32544. }
  32545. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32546. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32547. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32548. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32549. this._t1.subtractInPlace(this._t0);
  32550. this._t2.subtractInPlace(this._t0);
  32551. 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);
  32552. var scene = this.getScene();
  32553. if (!scene) {
  32554. return this._cachedTextureMatrix;
  32555. }
  32556. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32557. return mat.hasTexture(_this);
  32558. });
  32559. return this._cachedTextureMatrix;
  32560. };
  32561. /**
  32562. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32563. * @returns The reflection texture transform
  32564. */
  32565. Texture.prototype.getReflectionTextureMatrix = function () {
  32566. var _this = this;
  32567. var scene = this.getScene();
  32568. if (!scene) {
  32569. return this._cachedTextureMatrix;
  32570. }
  32571. if (this.uOffset === this._cachedUOffset &&
  32572. this.vOffset === this._cachedVOffset &&
  32573. this.uScale === this._cachedUScale &&
  32574. this.vScale === this._cachedVScale &&
  32575. this.coordinatesMode === this._cachedCoordinatesMode) {
  32576. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32577. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32578. return this._cachedTextureMatrix;
  32579. }
  32580. }
  32581. else {
  32582. return this._cachedTextureMatrix;
  32583. }
  32584. }
  32585. if (!this._cachedTextureMatrix) {
  32586. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32587. }
  32588. if (!this._projectionModeMatrix) {
  32589. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32590. }
  32591. this._cachedUOffset = this.uOffset;
  32592. this._cachedVOffset = this.vOffset;
  32593. this._cachedUScale = this.uScale;
  32594. this._cachedVScale = this.vScale;
  32595. this._cachedCoordinatesMode = this.coordinatesMode;
  32596. switch (this.coordinatesMode) {
  32597. case Texture.PLANAR_MODE:
  32598. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32599. this._cachedTextureMatrix[0] = this.uScale;
  32600. this._cachedTextureMatrix[5] = this.vScale;
  32601. this._cachedTextureMatrix[12] = this.uOffset;
  32602. this._cachedTextureMatrix[13] = this.vOffset;
  32603. break;
  32604. case Texture.PROJECTION_MODE:
  32605. 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);
  32606. var projectionMatrix = scene.getProjectionMatrix();
  32607. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32608. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32609. break;
  32610. default:
  32611. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32612. break;
  32613. }
  32614. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32615. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32616. });
  32617. return this._cachedTextureMatrix;
  32618. };
  32619. /**
  32620. * Clones the texture.
  32621. * @returns the cloned texture
  32622. */
  32623. Texture.prototype.clone = function () {
  32624. var _this = this;
  32625. return BABYLON.SerializationHelper.Clone(function () {
  32626. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32627. }, this);
  32628. };
  32629. /**
  32630. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32631. * @returns The JSON representation of the texture
  32632. */
  32633. Texture.prototype.serialize = function () {
  32634. var serializationObject = _super.prototype.serialize.call(this);
  32635. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32636. serializationObject.base64String = this._buffer;
  32637. serializationObject.name = serializationObject.name.replace("data:", "");
  32638. }
  32639. serializationObject.invertY = this._invertY;
  32640. serializationObject.samplingMode = this.samplingMode;
  32641. return serializationObject;
  32642. };
  32643. /**
  32644. * Get the current class name of the texture useful for serialization or dynamic coding.
  32645. * @returns "Texture"
  32646. */
  32647. Texture.prototype.getClassName = function () {
  32648. return "Texture";
  32649. };
  32650. /**
  32651. * Dispose the texture and release its associated resources.
  32652. */
  32653. Texture.prototype.dispose = function () {
  32654. _super.prototype.dispose.call(this);
  32655. this.onLoadObservable.clear();
  32656. this._delayedOnLoad = null;
  32657. this._delayedOnError = null;
  32658. };
  32659. /**
  32660. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32661. * @param parsedTexture Define the JSON representation of the texture
  32662. * @param scene Define the scene the parsed texture should be instantiated in
  32663. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32664. * @returns The parsed texture if successful
  32665. */
  32666. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32667. if (parsedTexture.customType) {
  32668. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32669. // Update Sampling Mode
  32670. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32671. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32672. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32673. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32674. }
  32675. }
  32676. return parsedCustomTexture;
  32677. }
  32678. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32679. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32680. }
  32681. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32682. return null;
  32683. }
  32684. var texture = BABYLON.SerializationHelper.Parse(function () {
  32685. var generateMipMaps = true;
  32686. if (parsedTexture.noMipmap) {
  32687. generateMipMaps = false;
  32688. }
  32689. if (parsedTexture.mirrorPlane) {
  32690. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32691. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32692. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32693. return mirrorTexture;
  32694. }
  32695. else if (parsedTexture.isRenderTarget) {
  32696. var renderTargetTexture = null;
  32697. if (parsedTexture.isCube) {
  32698. // Search for an existing reflection probe (which contains a cube render target texture)
  32699. if (scene.reflectionProbes) {
  32700. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32701. var probe = scene.reflectionProbes[index];
  32702. if (probe.name === parsedTexture.name) {
  32703. return probe.cubeTexture;
  32704. }
  32705. }
  32706. }
  32707. }
  32708. else {
  32709. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32710. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32711. }
  32712. return renderTargetTexture;
  32713. }
  32714. else {
  32715. var texture;
  32716. if (parsedTexture.base64String) {
  32717. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32718. }
  32719. else {
  32720. var url = rootUrl + parsedTexture.name;
  32721. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32722. url = parsedTexture.url;
  32723. }
  32724. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32725. }
  32726. return texture;
  32727. }
  32728. }, parsedTexture, scene);
  32729. // Update Sampling Mode
  32730. if (parsedTexture.samplingMode) {
  32731. var sampling = parsedTexture.samplingMode;
  32732. if (texture && texture._samplingMode !== sampling) {
  32733. texture.updateSamplingMode(sampling);
  32734. }
  32735. }
  32736. // Animations
  32737. if (texture && parsedTexture.animations) {
  32738. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32739. var parsedAnimation = parsedTexture.animations[animationIndex];
  32740. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32741. }
  32742. }
  32743. return texture;
  32744. };
  32745. /**
  32746. * Creates a texture from its base 64 representation.
  32747. * @param data Define the base64 payload without the data: prefix
  32748. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32749. * @param scene Define the scene the texture should belong to
  32750. * @param noMipmap Forces the texture to not create mip map information if true
  32751. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32752. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32753. * @param onLoad define a callback triggered when the texture has been loaded
  32754. * @param onError define a callback triggered when an error occurred during the loading session
  32755. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32756. * @returns the created texture
  32757. */
  32758. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32759. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32760. if (onLoad === void 0) { onLoad = null; }
  32761. if (onError === void 0) { onError = null; }
  32762. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32763. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32764. };
  32765. /**
  32766. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32767. * @param data Define the base64 payload without the data: prefix
  32768. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32769. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32770. * @param scene Define the scene the texture should belong to
  32771. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32772. * @param noMipmap Forces the texture to not create mip map information if true
  32773. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32774. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32775. * @param onLoad define a callback triggered when the texture has been loaded
  32776. * @param onError define a callback triggered when an error occurred during the loading session
  32777. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32778. * @returns the created texture
  32779. */
  32780. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32781. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32782. if (noMipmap === void 0) { noMipmap = false; }
  32783. if (invertY === void 0) { invertY = true; }
  32784. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32785. if (onLoad === void 0) { onLoad = null; }
  32786. if (onError === void 0) { onError = null; }
  32787. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32788. if (name.substr(0, 5) !== "data:") {
  32789. name = "data:" + name;
  32790. }
  32791. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32792. };
  32793. /** nearest is mag = nearest and min = nearest and mip = linear */
  32794. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32795. /** nearest is mag = nearest and min = nearest and mip = linear */
  32796. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32797. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32798. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32799. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32800. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32801. /** Trilinear is mag = linear and min = linear and mip = linear */
  32802. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32803. /** Trilinear is mag = linear and min = linear and mip = linear */
  32804. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32805. /** mag = nearest and min = nearest and mip = nearest */
  32806. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32807. /** mag = nearest and min = linear and mip = nearest */
  32808. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32809. /** mag = nearest and min = linear and mip = linear */
  32810. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32811. /** mag = nearest and min = linear and mip = none */
  32812. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32813. /** mag = nearest and min = nearest and mip = none */
  32814. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32815. /** mag = linear and min = nearest and mip = nearest */
  32816. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32817. /** mag = linear and min = nearest and mip = linear */
  32818. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32819. /** mag = linear and min = linear and mip = none */
  32820. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32821. /** mag = linear and min = nearest and mip = none */
  32822. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32823. /** Explicit coordinates mode */
  32824. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32825. /** Spherical coordinates mode */
  32826. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32827. /** Planar coordinates mode */
  32828. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32829. /** Cubic coordinates mode */
  32830. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32831. /** Projection coordinates mode */
  32832. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32833. /** Inverse Cubic coordinates mode */
  32834. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32835. /** Inverse Cubic coordinates mode */
  32836. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32837. /** Equirectangular coordinates mode */
  32838. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32839. /** Equirectangular Fixed coordinates mode */
  32840. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32841. /** Equirectangular Fixed Mirrored coordinates mode */
  32842. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32843. /** Texture is not repeating outside of 0..1 UVs */
  32844. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32845. /** Texture is repeating outside of 0..1 UVs */
  32846. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32847. /** Texture is repeating and mirrored */
  32848. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32849. /**
  32850. * 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
  32851. */
  32852. Texture.UseSerializedUrlIfAny = false;
  32853. __decorate([
  32854. BABYLON.serialize()
  32855. ], Texture.prototype, "url", void 0);
  32856. __decorate([
  32857. BABYLON.serialize()
  32858. ], Texture.prototype, "uOffset", void 0);
  32859. __decorate([
  32860. BABYLON.serialize()
  32861. ], Texture.prototype, "vOffset", void 0);
  32862. __decorate([
  32863. BABYLON.serialize()
  32864. ], Texture.prototype, "uScale", void 0);
  32865. __decorate([
  32866. BABYLON.serialize()
  32867. ], Texture.prototype, "vScale", void 0);
  32868. __decorate([
  32869. BABYLON.serialize()
  32870. ], Texture.prototype, "uAng", void 0);
  32871. __decorate([
  32872. BABYLON.serialize()
  32873. ], Texture.prototype, "vAng", void 0);
  32874. __decorate([
  32875. BABYLON.serialize()
  32876. ], Texture.prototype, "wAng", void 0);
  32877. __decorate([
  32878. BABYLON.serialize()
  32879. ], Texture.prototype, "uRotationCenter", void 0);
  32880. __decorate([
  32881. BABYLON.serialize()
  32882. ], Texture.prototype, "vRotationCenter", void 0);
  32883. __decorate([
  32884. BABYLON.serialize()
  32885. ], Texture.prototype, "wRotationCenter", void 0);
  32886. __decorate([
  32887. BABYLON.serialize()
  32888. ], Texture.prototype, "isBlocking", null);
  32889. return Texture;
  32890. }(BABYLON.BaseTexture));
  32891. BABYLON.Texture = Texture;
  32892. })(BABYLON || (BABYLON = {}));
  32893. //# sourceMappingURL=babylon.texture.js.map
  32894. var BABYLON;
  32895. (function (BABYLON) {
  32896. /**
  32897. * @hidden
  32898. **/
  32899. var _CreationDataStorage = /** @class */ (function () {
  32900. function _CreationDataStorage() {
  32901. }
  32902. return _CreationDataStorage;
  32903. }());
  32904. BABYLON._CreationDataStorage = _CreationDataStorage;
  32905. /**
  32906. * @hidden
  32907. **/
  32908. var _InstanceDataStorage = /** @class */ (function () {
  32909. function _InstanceDataStorage() {
  32910. this.visibleInstances = {};
  32911. this.renderIdForInstances = new Array();
  32912. this.batchCache = new _InstancesBatch();
  32913. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32914. }
  32915. return _InstanceDataStorage;
  32916. }());
  32917. /**
  32918. * @hidden
  32919. **/
  32920. var _InstancesBatch = /** @class */ (function () {
  32921. function _InstancesBatch() {
  32922. this.mustReturn = false;
  32923. this.visibleInstances = new Array();
  32924. this.renderSelf = new Array();
  32925. }
  32926. return _InstancesBatch;
  32927. }());
  32928. BABYLON._InstancesBatch = _InstancesBatch;
  32929. /**
  32930. * Class used to represent renderable models
  32931. */
  32932. var Mesh = /** @class */ (function (_super) {
  32933. __extends(Mesh, _super);
  32934. /**
  32935. * @constructor
  32936. * @param name The value used by scene.getMeshByName() to do a lookup.
  32937. * @param scene The scene to add this mesh to.
  32938. * @param parent The parent of this mesh, if it has one
  32939. * @param source An optional Mesh from which geometry is shared, cloned.
  32940. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32941. * When false, achieved by calling a clone(), also passing False.
  32942. * This will make creation of children, recursive.
  32943. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32944. */
  32945. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32946. if (scene === void 0) { scene = null; }
  32947. if (parent === void 0) { parent = null; }
  32948. if (source === void 0) { source = null; }
  32949. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32950. var _this = _super.call(this, name, scene) || this;
  32951. // Members
  32952. /**
  32953. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32954. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32955. */
  32956. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32957. /**
  32958. * Gets the list of instances created from this mesh
  32959. * it is not supposed to be modified manually.
  32960. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32961. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32962. */
  32963. _this.instances = new Array();
  32964. _this._LODLevels = new Array();
  32965. /** @hidden */
  32966. _this._instanceDataStorage = new _InstanceDataStorage();
  32967. // Use by builder only to know what orientation were the mesh build in.
  32968. /** @hidden */
  32969. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32970. /**
  32971. * Use this property to change the original side orientation defined at construction time
  32972. */
  32973. _this.overrideMaterialSideOrientation = null;
  32974. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32975. // Will be used to save a source mesh reference, If any
  32976. _this._source = null;
  32977. scene = _this.getScene();
  32978. if (source) {
  32979. // Geometry
  32980. if (source._geometry) {
  32981. source._geometry.applyToMesh(_this);
  32982. }
  32983. // Deep copy
  32984. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32985. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32986. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32987. ], ["_poseMatrix"]);
  32988. // Source mesh
  32989. _this._source = source;
  32990. if (scene.useClonedMeshhMap) {
  32991. if (!source.meshMap) {
  32992. source.meshMap = {};
  32993. }
  32994. source.meshMap[_this.uniqueId] = _this;
  32995. }
  32996. // Construction Params
  32997. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32998. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32999. _this._creationDataStorage = source._creationDataStorage;
  33000. // Animation ranges
  33001. if (_this._source._ranges) {
  33002. var ranges = _this._source._ranges;
  33003. for (var name in ranges) {
  33004. if (!ranges.hasOwnProperty(name)) {
  33005. continue;
  33006. }
  33007. if (!ranges[name]) {
  33008. continue;
  33009. }
  33010. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33011. }
  33012. }
  33013. // Metadata
  33014. if (source.metadata && source.metadata.clone) {
  33015. _this.metadata = source.metadata.clone();
  33016. }
  33017. else {
  33018. _this.metadata = source.metadata;
  33019. }
  33020. // Tags
  33021. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33022. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33023. }
  33024. // Parent
  33025. _this.parent = source.parent;
  33026. // Pivot
  33027. _this.setPivotMatrix(source.getPivotMatrix());
  33028. _this.id = name + "." + source.id;
  33029. // Material
  33030. _this.material = source.material;
  33031. var index;
  33032. if (!doNotCloneChildren) {
  33033. // Children
  33034. var directDescendants = source.getDescendants(true);
  33035. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33036. var child = directDescendants[index_1];
  33037. if (child.clone) {
  33038. child.clone(name + "." + child.name, _this);
  33039. }
  33040. }
  33041. }
  33042. // Physics clone
  33043. var physicsEngine = _this.getScene().getPhysicsEngine();
  33044. if (clonePhysicsImpostor && physicsEngine) {
  33045. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33046. if (impostor) {
  33047. _this.physicsImpostor = impostor.clone(_this);
  33048. }
  33049. }
  33050. // Particles
  33051. for (index = 0; index < scene.particleSystems.length; index++) {
  33052. var system = scene.particleSystems[index];
  33053. if (system.emitter === source) {
  33054. system.clone(system.name, _this);
  33055. }
  33056. }
  33057. _this.refreshBoundingInfo();
  33058. _this.computeWorldMatrix(true);
  33059. }
  33060. // Parent
  33061. if (parent !== null) {
  33062. _this.parent = parent;
  33063. }
  33064. return _this;
  33065. }
  33066. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33067. /**
  33068. * An event triggered before rendering the mesh
  33069. */
  33070. get: function () {
  33071. if (!this._onBeforeRenderObservable) {
  33072. this._onBeforeRenderObservable = new BABYLON.Observable();
  33073. }
  33074. return this._onBeforeRenderObservable;
  33075. },
  33076. enumerable: true,
  33077. configurable: true
  33078. });
  33079. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33080. /**
  33081. * An event triggered after rendering the mesh
  33082. */
  33083. get: function () {
  33084. if (!this._onAfterRenderObservable) {
  33085. this._onAfterRenderObservable = new BABYLON.Observable();
  33086. }
  33087. return this._onAfterRenderObservable;
  33088. },
  33089. enumerable: true,
  33090. configurable: true
  33091. });
  33092. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33093. /**
  33094. * An event triggered before drawing the mesh
  33095. */
  33096. get: function () {
  33097. if (!this._onBeforeDrawObservable) {
  33098. this._onBeforeDrawObservable = new BABYLON.Observable();
  33099. }
  33100. return this._onBeforeDrawObservable;
  33101. },
  33102. enumerable: true,
  33103. configurable: true
  33104. });
  33105. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33106. /**
  33107. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33108. */
  33109. set: function (callback) {
  33110. if (this._onBeforeDrawObserver) {
  33111. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33112. }
  33113. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33114. },
  33115. enumerable: true,
  33116. configurable: true
  33117. });
  33118. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33119. /**
  33120. * Gets or sets the morph target manager
  33121. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33122. */
  33123. get: function () {
  33124. return this._morphTargetManager;
  33125. },
  33126. set: function (value) {
  33127. if (this._morphTargetManager === value) {
  33128. return;
  33129. }
  33130. this._morphTargetManager = value;
  33131. this._syncGeometryWithMorphTargetManager();
  33132. },
  33133. enumerable: true,
  33134. configurable: true
  33135. });
  33136. Object.defineProperty(Mesh.prototype, "source", {
  33137. /**
  33138. * Gets the source mesh (the one used to clone this one from)
  33139. */
  33140. get: function () {
  33141. return this._source;
  33142. },
  33143. enumerable: true,
  33144. configurable: true
  33145. });
  33146. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33147. /**
  33148. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33149. */
  33150. get: function () {
  33151. return this._unIndexed;
  33152. },
  33153. set: function (value) {
  33154. if (this._unIndexed !== value) {
  33155. this._unIndexed = value;
  33156. this._markSubMeshesAsAttributesDirty();
  33157. }
  33158. },
  33159. enumerable: true,
  33160. configurable: true
  33161. });
  33162. // Methods
  33163. /**
  33164. * Gets the class name
  33165. * @returns the string "Mesh".
  33166. */
  33167. Mesh.prototype.getClassName = function () {
  33168. return "Mesh";
  33169. };
  33170. /**
  33171. * Returns a description of this mesh
  33172. * @param fullDetails define if full details about this mesh must be used
  33173. * @returns a descriptive string representing this mesh
  33174. */
  33175. Mesh.prototype.toString = function (fullDetails) {
  33176. var ret = _super.prototype.toString.call(this, fullDetails);
  33177. ret += ", n vertices: " + this.getTotalVertices();
  33178. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33179. if (this.animations) {
  33180. for (var i = 0; i < this.animations.length; i++) {
  33181. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33182. }
  33183. }
  33184. if (fullDetails) {
  33185. if (this._geometry) {
  33186. var ib = this.getIndices();
  33187. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33188. if (vb && ib) {
  33189. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33190. }
  33191. }
  33192. else {
  33193. ret += ", flat shading: UNKNOWN";
  33194. }
  33195. }
  33196. return ret;
  33197. };
  33198. /** @hidden */
  33199. Mesh.prototype._unBindEffect = function () {
  33200. _super.prototype._unBindEffect.call(this);
  33201. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33202. var instance = _a[_i];
  33203. instance._unBindEffect();
  33204. }
  33205. };
  33206. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33207. /**
  33208. * Gets a boolean indicating if this mesh has LOD
  33209. */
  33210. get: function () {
  33211. return this._LODLevels.length > 0;
  33212. },
  33213. enumerable: true,
  33214. configurable: true
  33215. });
  33216. /**
  33217. * Gets the list of MeshLODLevel associated with the current mesh
  33218. * @returns an array of MeshLODLevel
  33219. */
  33220. Mesh.prototype.getLODLevels = function () {
  33221. return this._LODLevels;
  33222. };
  33223. Mesh.prototype._sortLODLevels = function () {
  33224. this._LODLevels.sort(function (a, b) {
  33225. if (a.distance < b.distance) {
  33226. return 1;
  33227. }
  33228. if (a.distance > b.distance) {
  33229. return -1;
  33230. }
  33231. return 0;
  33232. });
  33233. };
  33234. /**
  33235. * Add a mesh as LOD level triggered at the given distance.
  33236. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33237. * @param distance The distance from the center of the object to show this level
  33238. * @param mesh The mesh to be added as LOD level (can be null)
  33239. * @return This mesh (for chaining)
  33240. */
  33241. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33242. if (mesh && mesh._masterMesh) {
  33243. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33244. return this;
  33245. }
  33246. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33247. this._LODLevels.push(level);
  33248. if (mesh) {
  33249. mesh._masterMesh = this;
  33250. }
  33251. this._sortLODLevels();
  33252. return this;
  33253. };
  33254. /**
  33255. * Returns the LOD level mesh at the passed distance or null if not found.
  33256. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33257. * @param distance The distance from the center of the object to show this level
  33258. * @returns a Mesh or `null`
  33259. */
  33260. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33261. for (var index = 0; index < this._LODLevels.length; index++) {
  33262. var level = this._LODLevels[index];
  33263. if (level.distance === distance) {
  33264. return level.mesh;
  33265. }
  33266. }
  33267. return null;
  33268. };
  33269. /**
  33270. * Remove a mesh from the LOD array
  33271. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33272. * @param mesh defines the mesh to be removed
  33273. * @return This mesh (for chaining)
  33274. */
  33275. Mesh.prototype.removeLODLevel = function (mesh) {
  33276. for (var index = 0; index < this._LODLevels.length; index++) {
  33277. if (this._LODLevels[index].mesh === mesh) {
  33278. this._LODLevels.splice(index, 1);
  33279. if (mesh) {
  33280. mesh._masterMesh = null;
  33281. }
  33282. }
  33283. }
  33284. this._sortLODLevels();
  33285. return this;
  33286. };
  33287. /**
  33288. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33289. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33290. * @param camera defines the camera to use to compute distance
  33291. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33292. * @return This mesh (for chaining)
  33293. */
  33294. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33295. if (!this._LODLevels || this._LODLevels.length === 0) {
  33296. return this;
  33297. }
  33298. var bSphere;
  33299. if (boundingSphere) {
  33300. bSphere = boundingSphere;
  33301. }
  33302. else {
  33303. var boundingInfo = this.getBoundingInfo();
  33304. bSphere = boundingInfo.boundingSphere;
  33305. }
  33306. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33307. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33308. if (this.onLODLevelSelection) {
  33309. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33310. }
  33311. return this;
  33312. }
  33313. for (var index = 0; index < this._LODLevels.length; index++) {
  33314. var level = this._LODLevels[index];
  33315. if (level.distance < distanceToCamera) {
  33316. if (level.mesh) {
  33317. level.mesh._preActivate();
  33318. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33319. }
  33320. if (this.onLODLevelSelection) {
  33321. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33322. }
  33323. return level.mesh;
  33324. }
  33325. }
  33326. if (this.onLODLevelSelection) {
  33327. this.onLODLevelSelection(distanceToCamera, this, this);
  33328. }
  33329. return this;
  33330. };
  33331. Object.defineProperty(Mesh.prototype, "geometry", {
  33332. /**
  33333. * Gets the mesh internal Geometry object
  33334. */
  33335. get: function () {
  33336. return this._geometry;
  33337. },
  33338. enumerable: true,
  33339. configurable: true
  33340. });
  33341. /**
  33342. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33343. * @returns the total number of vertices
  33344. */
  33345. Mesh.prototype.getTotalVertices = function () {
  33346. if (this._geometry === null || this._geometry === undefined) {
  33347. return 0;
  33348. }
  33349. return this._geometry.getTotalVertices();
  33350. };
  33351. /**
  33352. * Returns the content of an associated vertex buffer
  33353. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33354. * - BABYLON.VertexBuffer.PositionKind
  33355. * - BABYLON.VertexBuffer.UVKind
  33356. * - BABYLON.VertexBuffer.UV2Kind
  33357. * - BABYLON.VertexBuffer.UV3Kind
  33358. * - BABYLON.VertexBuffer.UV4Kind
  33359. * - BABYLON.VertexBuffer.UV5Kind
  33360. * - BABYLON.VertexBuffer.UV6Kind
  33361. * - BABYLON.VertexBuffer.ColorKind
  33362. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33363. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33364. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33365. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33366. * @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
  33367. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33368. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33369. */
  33370. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33371. if (!this._geometry) {
  33372. return null;
  33373. }
  33374. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33375. };
  33376. /**
  33377. * Returns the mesh VertexBuffer object from the requested `kind`
  33378. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33379. * - BABYLON.VertexBuffer.PositionKind
  33380. * - BABYLON.VertexBuffer.UVKind
  33381. * - BABYLON.VertexBuffer.UV2Kind
  33382. * - BABYLON.VertexBuffer.UV3Kind
  33383. * - BABYLON.VertexBuffer.UV4Kind
  33384. * - BABYLON.VertexBuffer.UV5Kind
  33385. * - BABYLON.VertexBuffer.UV6Kind
  33386. * - BABYLON.VertexBuffer.ColorKind
  33387. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33388. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33389. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33390. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33391. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33392. */
  33393. Mesh.prototype.getVertexBuffer = function (kind) {
  33394. if (!this._geometry) {
  33395. return null;
  33396. }
  33397. return this._geometry.getVertexBuffer(kind);
  33398. };
  33399. /**
  33400. * Tests if a specific vertex buffer is associated with this mesh
  33401. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33402. * - BABYLON.VertexBuffer.PositionKind
  33403. * - BABYLON.VertexBuffer.UVKind
  33404. * - BABYLON.VertexBuffer.UV2Kind
  33405. * - BABYLON.VertexBuffer.UV3Kind
  33406. * - BABYLON.VertexBuffer.UV4Kind
  33407. * - BABYLON.VertexBuffer.UV5Kind
  33408. * - BABYLON.VertexBuffer.UV6Kind
  33409. * - BABYLON.VertexBuffer.ColorKind
  33410. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33411. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33412. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33413. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33414. * @returns a boolean
  33415. */
  33416. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33417. if (!this._geometry) {
  33418. if (this._delayInfo) {
  33419. return this._delayInfo.indexOf(kind) !== -1;
  33420. }
  33421. return false;
  33422. }
  33423. return this._geometry.isVerticesDataPresent(kind);
  33424. };
  33425. /**
  33426. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33427. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33428. * - BABYLON.VertexBuffer.PositionKind
  33429. * - BABYLON.VertexBuffer.UVKind
  33430. * - BABYLON.VertexBuffer.UV2Kind
  33431. * - BABYLON.VertexBuffer.UV3Kind
  33432. * - BABYLON.VertexBuffer.UV4Kind
  33433. * - BABYLON.VertexBuffer.UV5Kind
  33434. * - BABYLON.VertexBuffer.UV6Kind
  33435. * - BABYLON.VertexBuffer.ColorKind
  33436. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33437. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33438. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33439. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33440. * @returns a boolean
  33441. */
  33442. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33443. if (!this._geometry) {
  33444. if (this._delayInfo) {
  33445. return this._delayInfo.indexOf(kind) !== -1;
  33446. }
  33447. return false;
  33448. }
  33449. return this._geometry.isVertexBufferUpdatable(kind);
  33450. };
  33451. /**
  33452. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33453. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33454. * - BABYLON.VertexBuffer.PositionKind
  33455. * - BABYLON.VertexBuffer.UVKind
  33456. * - BABYLON.VertexBuffer.UV2Kind
  33457. * - BABYLON.VertexBuffer.UV3Kind
  33458. * - BABYLON.VertexBuffer.UV4Kind
  33459. * - BABYLON.VertexBuffer.UV5Kind
  33460. * - BABYLON.VertexBuffer.UV6Kind
  33461. * - BABYLON.VertexBuffer.ColorKind
  33462. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33463. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33464. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33465. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33466. * @returns an array of strings
  33467. */
  33468. Mesh.prototype.getVerticesDataKinds = function () {
  33469. if (!this._geometry) {
  33470. var result = new Array();
  33471. if (this._delayInfo) {
  33472. this._delayInfo.forEach(function (kind, index, array) {
  33473. result.push(kind);
  33474. });
  33475. }
  33476. return result;
  33477. }
  33478. return this._geometry.getVerticesDataKinds();
  33479. };
  33480. /**
  33481. * Returns a positive integer : the total number of indices in this mesh geometry.
  33482. * @returns the numner of indices or zero if the mesh has no geometry.
  33483. */
  33484. Mesh.prototype.getTotalIndices = function () {
  33485. if (!this._geometry) {
  33486. return 0;
  33487. }
  33488. return this._geometry.getTotalIndices();
  33489. };
  33490. /**
  33491. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33492. * @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.
  33493. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33494. * @returns the indices array or an empty array if the mesh has no geometry
  33495. */
  33496. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33497. if (!this._geometry) {
  33498. return [];
  33499. }
  33500. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33501. };
  33502. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33503. get: function () {
  33504. return this._masterMesh !== null && this._masterMesh !== undefined;
  33505. },
  33506. enumerable: true,
  33507. configurable: true
  33508. });
  33509. /**
  33510. * Determine if the current mesh is ready to be rendered
  33511. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33512. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33513. * @returns true if all associated assets are ready (material, textures, shaders)
  33514. */
  33515. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33516. if (completeCheck === void 0) { completeCheck = false; }
  33517. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33518. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33519. return false;
  33520. }
  33521. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33522. return false;
  33523. }
  33524. if (!this.subMeshes || this.subMeshes.length === 0) {
  33525. return true;
  33526. }
  33527. if (!completeCheck) {
  33528. return true;
  33529. }
  33530. var engine = this.getEngine();
  33531. var scene = this.getScene();
  33532. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33533. this.computeWorldMatrix();
  33534. var mat = this.material || scene.defaultMaterial;
  33535. if (mat) {
  33536. if (mat._storeEffectOnSubMeshes) {
  33537. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33538. var subMesh = _a[_i];
  33539. var effectiveMaterial = subMesh.getMaterial();
  33540. if (effectiveMaterial) {
  33541. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33542. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33543. return false;
  33544. }
  33545. }
  33546. else {
  33547. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33548. return false;
  33549. }
  33550. }
  33551. }
  33552. }
  33553. }
  33554. else {
  33555. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33556. return false;
  33557. }
  33558. }
  33559. }
  33560. // Shadows
  33561. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33562. var light = _c[_b];
  33563. var generator = light.getShadowGenerator();
  33564. if (generator) {
  33565. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33566. var subMesh = _e[_d];
  33567. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33568. return false;
  33569. }
  33570. }
  33571. }
  33572. }
  33573. // LOD
  33574. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33575. var lod = _g[_f];
  33576. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33577. return false;
  33578. }
  33579. }
  33580. return true;
  33581. };
  33582. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33583. /**
  33584. * 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.
  33585. */
  33586. get: function () {
  33587. return this._areNormalsFrozen;
  33588. },
  33589. enumerable: true,
  33590. configurable: true
  33591. });
  33592. /**
  33593. * 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.
  33594. * @returns the current mesh
  33595. */
  33596. Mesh.prototype.freezeNormals = function () {
  33597. this._areNormalsFrozen = true;
  33598. return this;
  33599. };
  33600. /**
  33601. * 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
  33602. * @returns the current mesh
  33603. */
  33604. Mesh.prototype.unfreezeNormals = function () {
  33605. this._areNormalsFrozen = false;
  33606. return this;
  33607. };
  33608. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33609. /**
  33610. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33611. */
  33612. set: function (count) {
  33613. this._instanceDataStorage.overridenInstanceCount = count;
  33614. },
  33615. enumerable: true,
  33616. configurable: true
  33617. });
  33618. // Methods
  33619. /** @hidden */
  33620. Mesh.prototype._preActivate = function () {
  33621. var sceneRenderId = this.getScene().getRenderId();
  33622. if (this._preActivateId === sceneRenderId) {
  33623. return this;
  33624. }
  33625. this._preActivateId = sceneRenderId;
  33626. this._instanceDataStorage.visibleInstances = null;
  33627. return this;
  33628. };
  33629. /** @hidden */
  33630. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33631. if (this._instanceDataStorage.visibleInstances) {
  33632. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33633. }
  33634. return this;
  33635. };
  33636. /** @hidden */
  33637. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33638. if (!this._instanceDataStorage.visibleInstances) {
  33639. this._instanceDataStorage.visibleInstances = {
  33640. defaultRenderId: renderId,
  33641. selfDefaultRenderId: this._renderId
  33642. };
  33643. }
  33644. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33645. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33646. }
  33647. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33648. return this;
  33649. };
  33650. /**
  33651. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33652. * This means the mesh underlying bounding box and sphere are recomputed.
  33653. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33654. * @returns the current mesh
  33655. */
  33656. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33657. if (applySkeleton === void 0) { applySkeleton = false; }
  33658. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33659. return this;
  33660. }
  33661. var bias = this.geometry ? this.geometry.boundingBias : null;
  33662. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33663. return this;
  33664. };
  33665. /** @hidden */
  33666. Mesh.prototype._createGlobalSubMesh = function (force) {
  33667. var totalVertices = this.getTotalVertices();
  33668. if (!totalVertices || !this.getIndices()) {
  33669. return null;
  33670. }
  33671. // Check if we need to recreate the submeshes
  33672. if (this.subMeshes && this.subMeshes.length > 0) {
  33673. var ib = this.getIndices();
  33674. if (!ib) {
  33675. return null;
  33676. }
  33677. var totalIndices = ib.length;
  33678. var needToRecreate = false;
  33679. if (force) {
  33680. needToRecreate = true;
  33681. }
  33682. else {
  33683. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33684. var submesh = _a[_i];
  33685. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33686. needToRecreate = true;
  33687. break;
  33688. }
  33689. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33690. needToRecreate = true;
  33691. break;
  33692. }
  33693. }
  33694. }
  33695. if (!needToRecreate) {
  33696. return this.subMeshes[0];
  33697. }
  33698. }
  33699. this.releaseSubMeshes();
  33700. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33701. };
  33702. /**
  33703. * This function will subdivide the mesh into multiple submeshes
  33704. * @param count defines the expected number of submeshes
  33705. */
  33706. Mesh.prototype.subdivide = function (count) {
  33707. if (count < 1) {
  33708. return;
  33709. }
  33710. var totalIndices = this.getTotalIndices();
  33711. var subdivisionSize = (totalIndices / count) | 0;
  33712. var offset = 0;
  33713. // Ensure that subdivisionSize is a multiple of 3
  33714. while (subdivisionSize % 3 !== 0) {
  33715. subdivisionSize++;
  33716. }
  33717. this.releaseSubMeshes();
  33718. for (var index = 0; index < count; index++) {
  33719. if (offset >= totalIndices) {
  33720. break;
  33721. }
  33722. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33723. offset += subdivisionSize;
  33724. }
  33725. this.synchronizeInstances();
  33726. };
  33727. /**
  33728. * Copy a FloatArray into a specific associated vertex buffer
  33729. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33730. * - BABYLON.VertexBuffer.PositionKind
  33731. * - BABYLON.VertexBuffer.UVKind
  33732. * - BABYLON.VertexBuffer.UV2Kind
  33733. * - BABYLON.VertexBuffer.UV3Kind
  33734. * - BABYLON.VertexBuffer.UV4Kind
  33735. * - BABYLON.VertexBuffer.UV5Kind
  33736. * - BABYLON.VertexBuffer.UV6Kind
  33737. * - BABYLON.VertexBuffer.ColorKind
  33738. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33739. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33740. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33741. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33742. * @param data defines the data source
  33743. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33744. * @param stride defines the data stride size (can be null)
  33745. * @returns the current mesh
  33746. */
  33747. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33748. if (updatable === void 0) { updatable = false; }
  33749. if (!this._geometry) {
  33750. var vertexData = new BABYLON.VertexData();
  33751. vertexData.set(data, kind);
  33752. var scene = this.getScene();
  33753. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33754. }
  33755. else {
  33756. this._geometry.setVerticesData(kind, data, updatable, stride);
  33757. }
  33758. return this;
  33759. };
  33760. /**
  33761. * Flags an associated vertex buffer as updatable
  33762. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33763. * - BABYLON.VertexBuffer.PositionKind
  33764. * - BABYLON.VertexBuffer.UVKind
  33765. * - BABYLON.VertexBuffer.UV2Kind
  33766. * - BABYLON.VertexBuffer.UV3Kind
  33767. * - BABYLON.VertexBuffer.UV4Kind
  33768. * - BABYLON.VertexBuffer.UV5Kind
  33769. * - BABYLON.VertexBuffer.UV6Kind
  33770. * - BABYLON.VertexBuffer.ColorKind
  33771. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33772. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33773. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33774. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33775. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33776. */
  33777. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33778. if (updatable === void 0) { updatable = true; }
  33779. var vb = this.getVertexBuffer(kind);
  33780. if (!vb || vb.isUpdatable() === updatable) {
  33781. return;
  33782. }
  33783. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33784. };
  33785. /**
  33786. * Sets the mesh global Vertex Buffer
  33787. * @param buffer defines the buffer to use
  33788. * @returns the current mesh
  33789. */
  33790. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33791. if (!this._geometry) {
  33792. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33793. }
  33794. this._geometry.setVerticesBuffer(buffer);
  33795. return this;
  33796. };
  33797. /**
  33798. * Update a specific associated vertex buffer
  33799. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33800. * - BABYLON.VertexBuffer.PositionKind
  33801. * - BABYLON.VertexBuffer.UVKind
  33802. * - BABYLON.VertexBuffer.UV2Kind
  33803. * - BABYLON.VertexBuffer.UV3Kind
  33804. * - BABYLON.VertexBuffer.UV4Kind
  33805. * - BABYLON.VertexBuffer.UV5Kind
  33806. * - BABYLON.VertexBuffer.UV6Kind
  33807. * - BABYLON.VertexBuffer.ColorKind
  33808. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33809. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33810. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33811. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33812. * @param data defines the data source
  33813. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33814. * @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)
  33815. * @returns the current mesh
  33816. */
  33817. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33818. if (!this._geometry) {
  33819. return this;
  33820. }
  33821. if (!makeItUnique) {
  33822. this._geometry.updateVerticesData(kind, data, updateExtends);
  33823. }
  33824. else {
  33825. this.makeGeometryUnique();
  33826. this.updateVerticesData(kind, data, updateExtends, false);
  33827. }
  33828. return this;
  33829. };
  33830. /**
  33831. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33832. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33833. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33834. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33835. * @returns the current mesh
  33836. */
  33837. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33838. if (computeNormals === void 0) { computeNormals = true; }
  33839. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33840. if (!positions) {
  33841. return this;
  33842. }
  33843. positionFunction(positions);
  33844. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33845. if (computeNormals) {
  33846. var indices = this.getIndices();
  33847. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33848. if (!normals) {
  33849. return this;
  33850. }
  33851. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33852. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33853. }
  33854. return this;
  33855. };
  33856. /**
  33857. * Creates a un-shared specific occurence of the geometry for the mesh.
  33858. * @returns the current mesh
  33859. */
  33860. Mesh.prototype.makeGeometryUnique = function () {
  33861. if (!this._geometry) {
  33862. return this;
  33863. }
  33864. var oldGeometry = this._geometry;
  33865. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33866. oldGeometry.releaseForMesh(this, true);
  33867. geometry.applyToMesh(this);
  33868. return this;
  33869. };
  33870. /**
  33871. * Set the index buffer of this mesh
  33872. * @param indices defines the source data
  33873. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33874. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33875. * @returns the current mesh
  33876. */
  33877. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33878. if (totalVertices === void 0) { totalVertices = null; }
  33879. if (updatable === void 0) { updatable = false; }
  33880. if (!this._geometry) {
  33881. var vertexData = new BABYLON.VertexData();
  33882. vertexData.indices = indices;
  33883. var scene = this.getScene();
  33884. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33885. }
  33886. else {
  33887. this._geometry.setIndices(indices, totalVertices, updatable);
  33888. }
  33889. return this;
  33890. };
  33891. /**
  33892. * Update the current index buffer
  33893. * @param indices defines the source data
  33894. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33895. * @returns the current mesh
  33896. */
  33897. Mesh.prototype.updateIndices = function (indices, offset) {
  33898. if (!this._geometry) {
  33899. return this;
  33900. }
  33901. this._geometry.updateIndices(indices, offset);
  33902. return this;
  33903. };
  33904. /**
  33905. * Invert the geometry to move from a right handed system to a left handed one.
  33906. * @returns the current mesh
  33907. */
  33908. Mesh.prototype.toLeftHanded = function () {
  33909. if (!this._geometry) {
  33910. return this;
  33911. }
  33912. this._geometry.toLeftHanded();
  33913. return this;
  33914. };
  33915. /** @hidden */
  33916. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33917. if (!this._geometry) {
  33918. return this;
  33919. }
  33920. var engine = this.getScene().getEngine();
  33921. // Wireframe
  33922. var indexToBind;
  33923. if (this._unIndexed) {
  33924. indexToBind = null;
  33925. }
  33926. else {
  33927. switch (fillMode) {
  33928. case BABYLON.Material.PointFillMode:
  33929. indexToBind = null;
  33930. break;
  33931. case BABYLON.Material.WireFrameFillMode:
  33932. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33933. break;
  33934. default:
  33935. case BABYLON.Material.TriangleFillMode:
  33936. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33937. break;
  33938. }
  33939. }
  33940. // VBOs
  33941. this._geometry._bind(effect, indexToBind);
  33942. return this;
  33943. };
  33944. /** @hidden */
  33945. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33946. if (alternate === void 0) { alternate = false; }
  33947. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33948. return this;
  33949. }
  33950. if (this._onBeforeDrawObservable) {
  33951. this._onBeforeDrawObservable.notifyObservers(this);
  33952. }
  33953. var scene = this.getScene();
  33954. var engine = scene.getEngine();
  33955. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33956. // or triangles as points
  33957. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33958. }
  33959. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33960. // Triangles as wireframe
  33961. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33962. }
  33963. else {
  33964. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33965. }
  33966. if (scene._isAlternateRenderingEnabled && !alternate) {
  33967. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33968. if (!effect || !scene.activeCamera) {
  33969. return this;
  33970. }
  33971. scene._switchToAlternateCameraConfiguration(true);
  33972. this._effectiveMaterial.bindView(effect);
  33973. this._effectiveMaterial.bindViewProjection(effect);
  33974. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33975. this._draw(subMesh, fillMode, instancesCount, true);
  33976. engine.setViewport(scene.activeCamera.viewport);
  33977. scene._switchToAlternateCameraConfiguration(false);
  33978. this._effectiveMaterial.bindView(effect);
  33979. this._effectiveMaterial.bindViewProjection(effect);
  33980. }
  33981. return this;
  33982. };
  33983. /**
  33984. * Registers for this mesh a javascript function called just before the rendering process
  33985. * @param func defines the function to call before rendering this mesh
  33986. * @returns the current mesh
  33987. */
  33988. Mesh.prototype.registerBeforeRender = function (func) {
  33989. this.onBeforeRenderObservable.add(func);
  33990. return this;
  33991. };
  33992. /**
  33993. * Disposes a previously registered javascript function called before the rendering
  33994. * @param func defines the function to remove
  33995. * @returns the current mesh
  33996. */
  33997. Mesh.prototype.unregisterBeforeRender = function (func) {
  33998. this.onBeforeRenderObservable.removeCallback(func);
  33999. return this;
  34000. };
  34001. /**
  34002. * Registers for this mesh a javascript function called just after the rendering is complete
  34003. * @param func defines the function to call after rendering this mesh
  34004. * @returns the current mesh
  34005. */
  34006. Mesh.prototype.registerAfterRender = function (func) {
  34007. this.onAfterRenderObservable.add(func);
  34008. return this;
  34009. };
  34010. /**
  34011. * Disposes a previously registered javascript function called after the rendering.
  34012. * @param func defines the function to remove
  34013. * @returns the current mesh
  34014. */
  34015. Mesh.prototype.unregisterAfterRender = function (func) {
  34016. this.onAfterRenderObservable.removeCallback(func);
  34017. return this;
  34018. };
  34019. /** @hidden */
  34020. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34021. var scene = this.getScene();
  34022. var batchCache = this._instanceDataStorage.batchCache;
  34023. batchCache.mustReturn = false;
  34024. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34025. batchCache.visibleInstances[subMeshId] = null;
  34026. if (this._instanceDataStorage.visibleInstances) {
  34027. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34028. var currentRenderId = scene.getRenderId();
  34029. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34030. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34031. var selfRenderId = this._renderId;
  34032. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34033. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34034. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34035. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34036. }
  34037. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34038. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34039. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34040. batchCache.mustReturn = true;
  34041. return batchCache;
  34042. }
  34043. if (currentRenderId !== selfRenderId) {
  34044. batchCache.renderSelf[subMeshId] = false;
  34045. }
  34046. }
  34047. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34048. }
  34049. return batchCache;
  34050. };
  34051. /** @hidden */
  34052. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34053. var visibleInstances = batch.visibleInstances[subMesh._id];
  34054. if (!visibleInstances) {
  34055. return this;
  34056. }
  34057. var matricesCount = visibleInstances.length + 1;
  34058. var bufferSize = matricesCount * 16 * 4;
  34059. var instanceStorage = this._instanceDataStorage;
  34060. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34061. var instancesBuffer = instanceStorage.instancesBuffer;
  34062. while (instanceStorage.instancesBufferSize < bufferSize) {
  34063. instanceStorage.instancesBufferSize *= 2;
  34064. }
  34065. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34066. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34067. }
  34068. var offset = 0;
  34069. var instancesCount = 0;
  34070. var world = this.getWorldMatrix();
  34071. if (batch.renderSelf[subMesh._id]) {
  34072. world.copyToArray(instanceStorage.instancesData, offset);
  34073. offset += 16;
  34074. instancesCount++;
  34075. }
  34076. if (visibleInstances) {
  34077. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34078. var instance = visibleInstances[instanceIndex];
  34079. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34080. offset += 16;
  34081. instancesCount++;
  34082. }
  34083. }
  34084. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34085. if (instancesBuffer) {
  34086. instancesBuffer.dispose();
  34087. }
  34088. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34089. instanceStorage.instancesBuffer = instancesBuffer;
  34090. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34091. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34092. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34093. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34094. }
  34095. else {
  34096. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34097. }
  34098. this._bind(subMesh, effect, fillMode);
  34099. this._draw(subMesh, fillMode, instancesCount);
  34100. engine.unbindInstanceAttributes();
  34101. return this;
  34102. };
  34103. /** @hidden */
  34104. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34105. var scene = this.getScene();
  34106. var engine = scene.getEngine();
  34107. if (hardwareInstancedRendering) {
  34108. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34109. }
  34110. else {
  34111. if (batch.renderSelf[subMesh._id]) {
  34112. // Draw
  34113. if (onBeforeDraw) {
  34114. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34115. }
  34116. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34117. }
  34118. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34119. if (visibleInstancesForSubMesh) {
  34120. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34121. var instance = visibleInstancesForSubMesh[instanceIndex];
  34122. // World
  34123. var world = instance.getWorldMatrix();
  34124. if (onBeforeDraw) {
  34125. onBeforeDraw(true, world, effectiveMaterial);
  34126. }
  34127. // Draw
  34128. this._draw(subMesh, fillMode);
  34129. }
  34130. }
  34131. }
  34132. return this;
  34133. };
  34134. /**
  34135. * 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
  34136. * @param subMesh defines the subMesh to render
  34137. * @param enableAlphaMode defines if alpha mode can be changed
  34138. * @returns the current mesh
  34139. */
  34140. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34141. if (this._checkOcclusionQuery()) {
  34142. return this;
  34143. }
  34144. var scene = this.getScene();
  34145. // Managing instances
  34146. var batch = this._getInstancesRenderList(subMesh._id);
  34147. if (batch.mustReturn) {
  34148. return this;
  34149. }
  34150. // Checking geometry state
  34151. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34152. return this;
  34153. }
  34154. if (this._onBeforeRenderObservable) {
  34155. this._onBeforeRenderObservable.notifyObservers(this);
  34156. }
  34157. var engine = scene.getEngine();
  34158. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34159. // Material
  34160. var material = subMesh.getMaterial();
  34161. if (!material) {
  34162. return this;
  34163. }
  34164. this._effectiveMaterial = material;
  34165. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34166. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34167. return this;
  34168. }
  34169. }
  34170. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34171. return this;
  34172. }
  34173. // Alpha mode
  34174. if (enableAlphaMode) {
  34175. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34176. }
  34177. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34178. var step = _a[_i];
  34179. step.action(this, subMesh, batch);
  34180. }
  34181. var effect;
  34182. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34183. effect = subMesh.effect;
  34184. }
  34185. else {
  34186. effect = this._effectiveMaterial.getEffect();
  34187. }
  34188. if (!effect) {
  34189. return this;
  34190. }
  34191. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34192. var sideOrientation = this.overrideMaterialSideOrientation;
  34193. if (sideOrientation == null) {
  34194. sideOrientation = this._effectiveMaterial.sideOrientation;
  34195. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34196. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34197. }
  34198. }
  34199. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34200. if (this._effectiveMaterial.forceDepthWrite) {
  34201. engine.setDepthWrite(true);
  34202. }
  34203. // Bind
  34204. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34205. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34206. this._bind(subMesh, effect, fillMode);
  34207. }
  34208. var world = effectiveMesh.getWorldMatrix();
  34209. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34210. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34211. }
  34212. else {
  34213. this._effectiveMaterial.bind(world, this);
  34214. }
  34215. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34216. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34217. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34218. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34219. }
  34220. // Draw
  34221. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34222. // Unbind
  34223. this._effectiveMaterial.unbind();
  34224. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34225. var step = _c[_b];
  34226. step.action(this, subMesh, batch);
  34227. }
  34228. if (this._onAfterRenderObservable) {
  34229. this._onAfterRenderObservable.notifyObservers(this);
  34230. }
  34231. return this;
  34232. };
  34233. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34234. if (isInstance && effectiveMaterial) {
  34235. effectiveMaterial.bindOnlyWorldMatrix(world);
  34236. }
  34237. };
  34238. /**
  34239. * Renormalize the mesh and patch it up if there are no weights
  34240. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34241. * However in the case of zero weights then we set just a single influence to 1.
  34242. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34243. */
  34244. Mesh.prototype.cleanMatrixWeights = function () {
  34245. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34246. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34247. this.normalizeSkinWeightsAndExtra();
  34248. }
  34249. else {
  34250. this.normalizeSkinFourWeights();
  34251. }
  34252. }
  34253. };
  34254. // faster 4 weight version.
  34255. Mesh.prototype.normalizeSkinFourWeights = function () {
  34256. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34257. var numWeights = matricesWeights.length;
  34258. for (var a = 0; a < numWeights; a += 4) {
  34259. // accumulate weights
  34260. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34261. // check for invalid weight and just set it to 1.
  34262. if (t === 0) {
  34263. matricesWeights[a] = 1;
  34264. }
  34265. else {
  34266. // renormalize so everything adds to 1 use reciprical
  34267. var recip = 1 / t;
  34268. matricesWeights[a] *= recip;
  34269. matricesWeights[a + 1] *= recip;
  34270. matricesWeights[a + 2] *= recip;
  34271. matricesWeights[a + 3] *= recip;
  34272. }
  34273. }
  34274. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34275. };
  34276. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34277. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34278. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34279. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34280. var numWeights = matricesWeights.length;
  34281. for (var a = 0; a < numWeights; a += 4) {
  34282. // accumulate weights
  34283. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34284. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34285. // check for invalid weight and just set it to 1.
  34286. if (t === 0) {
  34287. matricesWeights[a] = 1;
  34288. }
  34289. else {
  34290. // renormalize so everything adds to 1 use reciprical
  34291. var recip = 1 / t;
  34292. matricesWeights[a] *= recip;
  34293. matricesWeights[a + 1] *= recip;
  34294. matricesWeights[a + 2] *= recip;
  34295. matricesWeights[a + 3] *= recip;
  34296. // same goes for extras
  34297. matricesWeightsExtra[a] *= recip;
  34298. matricesWeightsExtra[a + 1] *= recip;
  34299. matricesWeightsExtra[a + 2] *= recip;
  34300. matricesWeightsExtra[a + 3] *= recip;
  34301. }
  34302. }
  34303. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34304. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34305. };
  34306. /**
  34307. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34308. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34309. * the user know there was an issue with importing the mesh
  34310. * @returns a validation object with skinned, valid and report string
  34311. */
  34312. Mesh.prototype.validateSkinning = function () {
  34313. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34314. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34315. if (matricesWeights === null || this.skeleton == null) {
  34316. return { skinned: false, valid: true, report: "not skinned" };
  34317. }
  34318. var numWeights = matricesWeights.length;
  34319. var numberNotSorted = 0;
  34320. var missingWeights = 0;
  34321. var maxUsedWeights = 0;
  34322. var numberNotNormalized = 0;
  34323. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34324. var usedWeightCounts = new Array();
  34325. for (var a = 0; a <= numInfluences; a++) {
  34326. usedWeightCounts[a] = 0;
  34327. }
  34328. var toleranceEpsilon = 0.001;
  34329. for (var a = 0; a < numWeights; a += 4) {
  34330. var lastWeight = matricesWeights[a];
  34331. var t = lastWeight;
  34332. var usedWeights = t === 0 ? 0 : 1;
  34333. for (var b = 1; b < numInfluences; b++) {
  34334. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34335. if (d > lastWeight) {
  34336. numberNotSorted++;
  34337. }
  34338. if (d !== 0) {
  34339. usedWeights++;
  34340. }
  34341. t += d;
  34342. lastWeight = d;
  34343. }
  34344. // count the buffer weights usage
  34345. usedWeightCounts[usedWeights]++;
  34346. // max influences
  34347. if (usedWeights > maxUsedWeights) {
  34348. maxUsedWeights = usedWeights;
  34349. }
  34350. // check for invalid weight and just set it to 1.
  34351. if (t === 0) {
  34352. missingWeights++;
  34353. }
  34354. else {
  34355. // renormalize so everything adds to 1 use reciprical
  34356. var recip = 1 / t;
  34357. var tolerance = 0;
  34358. for (b = 0; b < numInfluences; b++) {
  34359. if (b < 4) {
  34360. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34361. }
  34362. else {
  34363. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34364. }
  34365. }
  34366. // arbitary epsilon value for dicdating not normalized
  34367. if (tolerance > toleranceEpsilon) {
  34368. numberNotNormalized++;
  34369. }
  34370. }
  34371. }
  34372. // validate bone indices are in range of the skeleton
  34373. var numBones = this.skeleton.bones.length;
  34374. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34375. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34376. var numBadBoneIndices = 0;
  34377. for (var a = 0; a < numWeights; a++) {
  34378. for (var b = 0; b < numInfluences; b++) {
  34379. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34380. if (index >= numBones || index < 0) {
  34381. numBadBoneIndices++;
  34382. }
  34383. }
  34384. }
  34385. // log mesh stats
  34386. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34387. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34388. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34389. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34390. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34391. };
  34392. /** @hidden */
  34393. Mesh.prototype._checkDelayState = function () {
  34394. var scene = this.getScene();
  34395. if (this._geometry) {
  34396. this._geometry.load(scene);
  34397. }
  34398. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34399. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34400. this._queueLoad(scene);
  34401. }
  34402. return this;
  34403. };
  34404. Mesh.prototype._queueLoad = function (scene) {
  34405. var _this = this;
  34406. scene._addPendingData(this);
  34407. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34408. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34409. if (data instanceof ArrayBuffer) {
  34410. _this._delayLoadingFunction(data, _this);
  34411. }
  34412. else {
  34413. _this._delayLoadingFunction(JSON.parse(data), _this);
  34414. }
  34415. _this.instances.forEach(function (instance) {
  34416. instance._syncSubMeshes();
  34417. });
  34418. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34419. scene._removePendingData(_this);
  34420. }, function () { }, scene.offlineProvider, getBinaryData);
  34421. return this;
  34422. };
  34423. /**
  34424. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34425. * A mesh is in the frustum if its bounding box intersects the frustum
  34426. * @param frustumPlanes defines the frustum to test
  34427. * @returns true if the mesh is in the frustum planes
  34428. */
  34429. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34430. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34431. return false;
  34432. }
  34433. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34434. return false;
  34435. }
  34436. this._checkDelayState();
  34437. return true;
  34438. };
  34439. /**
  34440. * Sets the mesh material by the material or multiMaterial `id` property
  34441. * @param id is a string identifying the material or the multiMaterial
  34442. * @returns the current mesh
  34443. */
  34444. Mesh.prototype.setMaterialByID = function (id) {
  34445. var materials = this.getScene().materials;
  34446. var index;
  34447. for (index = materials.length - 1; index > -1; index--) {
  34448. if (materials[index].id === id) {
  34449. this.material = materials[index];
  34450. return this;
  34451. }
  34452. }
  34453. // Multi
  34454. var multiMaterials = this.getScene().multiMaterials;
  34455. for (index = multiMaterials.length - 1; index > -1; index--) {
  34456. if (multiMaterials[index].id === id) {
  34457. this.material = multiMaterials[index];
  34458. return this;
  34459. }
  34460. }
  34461. return this;
  34462. };
  34463. /**
  34464. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34465. * @returns an array of IAnimatable
  34466. */
  34467. Mesh.prototype.getAnimatables = function () {
  34468. var results = new Array();
  34469. if (this.material) {
  34470. results.push(this.material);
  34471. }
  34472. if (this.skeleton) {
  34473. results.push(this.skeleton);
  34474. }
  34475. return results;
  34476. };
  34477. /**
  34478. * Modifies the mesh geometry according to the passed transformation matrix.
  34479. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34480. * The mesh normals are modified using the same transformation.
  34481. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34482. * @param transform defines the transform matrix to use
  34483. * @see http://doc.babylonjs.com/resources/baking_transformations
  34484. * @returns the current mesh
  34485. */
  34486. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34487. // Position
  34488. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34489. return this;
  34490. }
  34491. var submeshes = this.subMeshes.splice(0);
  34492. this._resetPointsArrayCache();
  34493. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34494. var temp = new Array();
  34495. var index;
  34496. for (index = 0; index < data.length; index += 3) {
  34497. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34498. }
  34499. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34500. // Normals
  34501. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34502. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34503. temp = [];
  34504. for (index = 0; index < data.length; index += 3) {
  34505. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34506. }
  34507. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34508. }
  34509. // flip faces?
  34510. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34511. this.flipFaces();
  34512. }
  34513. // Restore submeshes
  34514. this.releaseSubMeshes();
  34515. this.subMeshes = submeshes;
  34516. return this;
  34517. };
  34518. /**
  34519. * Modifies the mesh geometry according to its own current World Matrix.
  34520. * The mesh World Matrix is then reset.
  34521. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34522. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34523. * @see http://doc.babylonjs.com/resources/baking_transformations
  34524. * @returns the current mesh
  34525. */
  34526. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34527. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34528. this.scaling.copyFromFloats(1, 1, 1);
  34529. this.position.copyFromFloats(0, 0, 0);
  34530. this.rotation.copyFromFloats(0, 0, 0);
  34531. //only if quaternion is already set
  34532. if (this.rotationQuaternion) {
  34533. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34534. }
  34535. this._worldMatrix = BABYLON.Matrix.Identity();
  34536. return this;
  34537. };
  34538. Object.defineProperty(Mesh.prototype, "_positions", {
  34539. // Cache
  34540. /** @hidden */
  34541. get: function () {
  34542. if (this._geometry) {
  34543. return this._geometry._positions;
  34544. }
  34545. return null;
  34546. },
  34547. enumerable: true,
  34548. configurable: true
  34549. });
  34550. /** @hidden */
  34551. Mesh.prototype._resetPointsArrayCache = function () {
  34552. if (this._geometry) {
  34553. this._geometry._resetPointsArrayCache();
  34554. }
  34555. return this;
  34556. };
  34557. /** @hidden */
  34558. Mesh.prototype._generatePointsArray = function () {
  34559. if (this._geometry) {
  34560. return this._geometry._generatePointsArray();
  34561. }
  34562. return false;
  34563. };
  34564. /**
  34565. * Returns a new Mesh object generated from the current mesh properties.
  34566. * This method must not get confused with createInstance()
  34567. * @param name is a string, the name given to the new mesh
  34568. * @param newParent can be any Node object (default `null`)
  34569. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34570. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34571. * @returns a new mesh
  34572. */
  34573. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34574. if (name === void 0) { name = ""; }
  34575. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34576. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34577. };
  34578. /**
  34579. * Releases resources associated with this mesh.
  34580. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34581. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34582. */
  34583. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34584. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34585. this.morphTargetManager = null;
  34586. if (this._geometry) {
  34587. this._geometry.releaseForMesh(this, true);
  34588. }
  34589. if (this._onBeforeDrawObservable) {
  34590. this._onBeforeDrawObservable.clear();
  34591. }
  34592. if (this._onBeforeRenderObservable) {
  34593. this._onBeforeRenderObservable.clear();
  34594. }
  34595. if (this._onAfterRenderObservable) {
  34596. this._onAfterRenderObservable.clear();
  34597. }
  34598. // Sources
  34599. if (this._scene.useClonedMeshhMap) {
  34600. if (this.meshMap) {
  34601. for (var uniqueId in this.meshMap) {
  34602. var mesh = this.meshMap[uniqueId];
  34603. if (mesh) {
  34604. mesh._source = null;
  34605. this.meshMap[uniqueId] = undefined;
  34606. }
  34607. }
  34608. }
  34609. if (this._source && this._source.meshMap) {
  34610. this._source.meshMap[this.uniqueId] = undefined;
  34611. }
  34612. }
  34613. else {
  34614. var meshes = this.getScene().meshes;
  34615. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34616. var abstractMesh = meshes_1[_i];
  34617. var mesh = abstractMesh;
  34618. if (mesh._source && mesh._source === this) {
  34619. mesh._source = null;
  34620. }
  34621. }
  34622. }
  34623. this._source = null;
  34624. // Instances
  34625. if (this._instanceDataStorage.instancesBuffer) {
  34626. this._instanceDataStorage.instancesBuffer.dispose();
  34627. this._instanceDataStorage.instancesBuffer = null;
  34628. }
  34629. while (this.instances.length) {
  34630. this.instances[0].dispose();
  34631. }
  34632. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34633. };
  34634. /**
  34635. * Modifies the mesh geometry according to a displacement map.
  34636. * 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.
  34637. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34638. * @param url is a string, the URL from the image file is to be downloaded.
  34639. * @param minHeight is the lower limit of the displacement.
  34640. * @param maxHeight is the upper limit of the displacement.
  34641. * @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.
  34642. * @param uvOffset is an optional vector2 used to offset UV.
  34643. * @param uvScale is an optional vector2 used to scale UV.
  34644. * @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.
  34645. * @returns the Mesh.
  34646. */
  34647. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34648. var _this = this;
  34649. if (forceUpdate === void 0) { forceUpdate = false; }
  34650. var scene = this.getScene();
  34651. var onload = function (img) {
  34652. // Getting height map data
  34653. var canvas = document.createElement("canvas");
  34654. var context = canvas.getContext("2d");
  34655. var heightMapWidth = img.width;
  34656. var heightMapHeight = img.height;
  34657. canvas.width = heightMapWidth;
  34658. canvas.height = heightMapHeight;
  34659. context.drawImage(img, 0, 0);
  34660. // Create VertexData from map data
  34661. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34662. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34663. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34664. //execute success callback, if set
  34665. if (onSuccess) {
  34666. onSuccess(_this);
  34667. }
  34668. };
  34669. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34670. return this;
  34671. };
  34672. /**
  34673. * Modifies the mesh geometry according to a displacementMap buffer.
  34674. * 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.
  34675. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34676. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34677. * @param heightMapWidth is the width of the buffer image.
  34678. * @param heightMapHeight is the height of the buffer image.
  34679. * @param minHeight is the lower limit of the displacement.
  34680. * @param maxHeight is the upper limit of the displacement.
  34681. * @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.
  34682. * @param uvOffset is an optional vector2 used to offset UV.
  34683. * @param uvScale is an optional vector2 used to scale UV.
  34684. * @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.
  34685. * @returns the Mesh.
  34686. */
  34687. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34688. if (forceUpdate === void 0) { forceUpdate = false; }
  34689. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34690. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34691. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34692. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34693. return this;
  34694. }
  34695. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34696. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34697. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34698. var position = BABYLON.Vector3.Zero();
  34699. var normal = BABYLON.Vector3.Zero();
  34700. var uv = BABYLON.Vector2.Zero();
  34701. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34702. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34703. for (var index = 0; index < positions.length; index += 3) {
  34704. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34705. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34706. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34707. // Compute height
  34708. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34709. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34710. var pos = (u + v * heightMapWidth) * 4;
  34711. var r = buffer[pos] / 255.0;
  34712. var g = buffer[pos + 1] / 255.0;
  34713. var b = buffer[pos + 2] / 255.0;
  34714. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34715. normal.normalize();
  34716. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34717. position = position.add(normal);
  34718. position.toArray(positions, index);
  34719. }
  34720. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34721. if (forceUpdate) {
  34722. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34723. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34724. }
  34725. else {
  34726. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34727. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34728. }
  34729. return this;
  34730. };
  34731. /**
  34732. * Modify the mesh to get a flat shading rendering.
  34733. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34734. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34735. * @returns current mesh
  34736. */
  34737. Mesh.prototype.convertToFlatShadedMesh = function () {
  34738. var kinds = this.getVerticesDataKinds();
  34739. var vbs = {};
  34740. var data = {};
  34741. var newdata = {};
  34742. var updatableNormals = false;
  34743. var kindIndex;
  34744. var kind;
  34745. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34746. kind = kinds[kindIndex];
  34747. var vertexBuffer = this.getVertexBuffer(kind);
  34748. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34749. updatableNormals = vertexBuffer.isUpdatable();
  34750. kinds.splice(kindIndex, 1);
  34751. kindIndex--;
  34752. continue;
  34753. }
  34754. vbs[kind] = vertexBuffer;
  34755. data[kind] = vbs[kind].getData();
  34756. newdata[kind] = [];
  34757. }
  34758. // Save previous submeshes
  34759. var previousSubmeshes = this.subMeshes.slice(0);
  34760. var indices = this.getIndices();
  34761. var totalIndices = this.getTotalIndices();
  34762. // Generating unique vertices per face
  34763. var index;
  34764. for (index = 0; index < totalIndices; index++) {
  34765. var vertexIndex = indices[index];
  34766. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34767. kind = kinds[kindIndex];
  34768. var stride = vbs[kind].getStrideSize();
  34769. for (var offset = 0; offset < stride; offset++) {
  34770. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34771. }
  34772. }
  34773. }
  34774. // Updating faces & normal
  34775. var normals = [];
  34776. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34777. for (index = 0; index < totalIndices; index += 3) {
  34778. indices[index] = index;
  34779. indices[index + 1] = index + 1;
  34780. indices[index + 2] = index + 2;
  34781. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34782. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34783. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34784. var p1p2 = p1.subtract(p2);
  34785. var p3p2 = p3.subtract(p2);
  34786. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34787. // Store same normals for every vertex
  34788. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34789. normals.push(normal.x);
  34790. normals.push(normal.y);
  34791. normals.push(normal.z);
  34792. }
  34793. }
  34794. this.setIndices(indices);
  34795. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34796. // Updating vertex buffers
  34797. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34798. kind = kinds[kindIndex];
  34799. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34800. }
  34801. // Updating submeshes
  34802. this.releaseSubMeshes();
  34803. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34804. var previousOne = previousSubmeshes[submeshIndex];
  34805. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34806. }
  34807. this.synchronizeInstances();
  34808. return this;
  34809. };
  34810. /**
  34811. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34812. * In other words, more vertices, no more indices and a single bigger VBO.
  34813. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34814. * @returns current mesh
  34815. */
  34816. Mesh.prototype.convertToUnIndexedMesh = function () {
  34817. var kinds = this.getVerticesDataKinds();
  34818. var vbs = {};
  34819. var data = {};
  34820. var newdata = {};
  34821. var kindIndex;
  34822. var kind;
  34823. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34824. kind = kinds[kindIndex];
  34825. var vertexBuffer = this.getVertexBuffer(kind);
  34826. vbs[kind] = vertexBuffer;
  34827. data[kind] = vbs[kind].getData();
  34828. newdata[kind] = [];
  34829. }
  34830. // Save previous submeshes
  34831. var previousSubmeshes = this.subMeshes.slice(0);
  34832. var indices = this.getIndices();
  34833. var totalIndices = this.getTotalIndices();
  34834. // Generating unique vertices per face
  34835. var index;
  34836. for (index = 0; index < totalIndices; index++) {
  34837. var vertexIndex = indices[index];
  34838. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34839. kind = kinds[kindIndex];
  34840. var stride = vbs[kind].getStrideSize();
  34841. for (var offset = 0; offset < stride; offset++) {
  34842. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34843. }
  34844. }
  34845. }
  34846. // Updating indices
  34847. for (index = 0; index < totalIndices; index += 3) {
  34848. indices[index] = index;
  34849. indices[index + 1] = index + 1;
  34850. indices[index + 2] = index + 2;
  34851. }
  34852. this.setIndices(indices);
  34853. // Updating vertex buffers
  34854. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34855. kind = kinds[kindIndex];
  34856. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34857. }
  34858. // Updating submeshes
  34859. this.releaseSubMeshes();
  34860. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34861. var previousOne = previousSubmeshes[submeshIndex];
  34862. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34863. }
  34864. this._unIndexed = true;
  34865. this.synchronizeInstances();
  34866. return this;
  34867. };
  34868. /**
  34869. * Inverses facet orientations.
  34870. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34871. * @param flipNormals will also inverts the normals
  34872. * @returns current mesh
  34873. */
  34874. Mesh.prototype.flipFaces = function (flipNormals) {
  34875. if (flipNormals === void 0) { flipNormals = false; }
  34876. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34877. var i;
  34878. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34879. for (i = 0; i < vertex_data.normals.length; i++) {
  34880. vertex_data.normals[i] *= -1;
  34881. }
  34882. }
  34883. if (vertex_data.indices) {
  34884. var temp;
  34885. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34886. // reassign indices
  34887. temp = vertex_data.indices[i + 1];
  34888. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34889. vertex_data.indices[i + 2] = temp;
  34890. }
  34891. }
  34892. vertex_data.applyToMesh(this);
  34893. return this;
  34894. };
  34895. // Instances
  34896. /**
  34897. * Creates a new InstancedMesh object from the mesh model.
  34898. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34899. * @param name defines the name of the new instance
  34900. * @returns a new InstancedMesh
  34901. */
  34902. Mesh.prototype.createInstance = function (name) {
  34903. return new BABYLON.InstancedMesh(name, this);
  34904. };
  34905. /**
  34906. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34907. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34908. * @returns the current mesh
  34909. */
  34910. Mesh.prototype.synchronizeInstances = function () {
  34911. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34912. var instance = this.instances[instanceIndex];
  34913. instance._syncSubMeshes();
  34914. }
  34915. return this;
  34916. };
  34917. /**
  34918. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34919. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34920. * This should be used together with the simplification to avoid disappearing triangles.
  34921. * @param successCallback an optional success callback to be called after the optimization finished.
  34922. * @returns the current mesh
  34923. */
  34924. Mesh.prototype.optimizeIndices = function (successCallback) {
  34925. var _this = this;
  34926. var indices = this.getIndices();
  34927. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34928. if (!positions || !indices) {
  34929. return this;
  34930. }
  34931. var vectorPositions = new Array();
  34932. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34933. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34934. }
  34935. var dupes = new Array();
  34936. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34937. var realPos = vectorPositions.length - 1 - iteration;
  34938. var testedPosition = vectorPositions[realPos];
  34939. for (var j = 0; j < realPos; ++j) {
  34940. var againstPosition = vectorPositions[j];
  34941. if (testedPosition.equals(againstPosition)) {
  34942. dupes[realPos] = j;
  34943. break;
  34944. }
  34945. }
  34946. }, function () {
  34947. for (var i = 0; i < indices.length; ++i) {
  34948. indices[i] = dupes[indices[i]] || indices[i];
  34949. }
  34950. //indices are now reordered
  34951. var originalSubMeshes = _this.subMeshes.slice(0);
  34952. _this.setIndices(indices);
  34953. _this.subMeshes = originalSubMeshes;
  34954. if (successCallback) {
  34955. successCallback(_this);
  34956. }
  34957. });
  34958. return this;
  34959. };
  34960. /**
  34961. * Serialize current mesh
  34962. * @param serializationObject defines the object which will receive the serialization data
  34963. */
  34964. Mesh.prototype.serialize = function (serializationObject) {
  34965. serializationObject.name = this.name;
  34966. serializationObject.id = this.id;
  34967. serializationObject.type = this.getClassName();
  34968. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34969. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34970. }
  34971. serializationObject.position = this.position.asArray();
  34972. if (this.rotationQuaternion) {
  34973. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34974. }
  34975. else if (this.rotation) {
  34976. serializationObject.rotation = this.rotation.asArray();
  34977. }
  34978. serializationObject.scaling = this.scaling.asArray();
  34979. if (this._postMultiplyPivotMatrix) {
  34980. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34981. }
  34982. else {
  34983. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34984. }
  34985. serializationObject.isEnabled = this.isEnabled(false);
  34986. serializationObject.isVisible = this.isVisible;
  34987. serializationObject.infiniteDistance = this.infiniteDistance;
  34988. serializationObject.pickable = this.isPickable;
  34989. serializationObject.receiveShadows = this.receiveShadows;
  34990. serializationObject.billboardMode = this.billboardMode;
  34991. serializationObject.visibility = this.visibility;
  34992. serializationObject.checkCollisions = this.checkCollisions;
  34993. serializationObject.isBlocker = this.isBlocker;
  34994. // Parent
  34995. if (this.parent) {
  34996. serializationObject.parentId = this.parent.id;
  34997. }
  34998. // Geometry
  34999. serializationObject.isUnIndexed = this.isUnIndexed;
  35000. var geometry = this._geometry;
  35001. if (geometry) {
  35002. var geometryId = geometry.id;
  35003. serializationObject.geometryId = geometryId;
  35004. // SubMeshes
  35005. serializationObject.subMeshes = [];
  35006. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35007. var subMesh = this.subMeshes[subIndex];
  35008. serializationObject.subMeshes.push({
  35009. materialIndex: subMesh.materialIndex,
  35010. verticesStart: subMesh.verticesStart,
  35011. verticesCount: subMesh.verticesCount,
  35012. indexStart: subMesh.indexStart,
  35013. indexCount: subMesh.indexCount
  35014. });
  35015. }
  35016. }
  35017. // Material
  35018. if (this.material) {
  35019. serializationObject.materialId = this.material.id;
  35020. }
  35021. else {
  35022. this.material = null;
  35023. }
  35024. // Morph targets
  35025. if (this.morphTargetManager) {
  35026. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35027. }
  35028. // Skeleton
  35029. if (this.skeleton) {
  35030. serializationObject.skeletonId = this.skeleton.id;
  35031. }
  35032. // Physics
  35033. //TODO implement correct serialization for physics impostors.
  35034. var impostor = this.getPhysicsImpostor();
  35035. if (impostor) {
  35036. serializationObject.physicsMass = impostor.getParam("mass");
  35037. serializationObject.physicsFriction = impostor.getParam("friction");
  35038. serializationObject.physicsRestitution = impostor.getParam("mass");
  35039. serializationObject.physicsImpostor = impostor.type;
  35040. }
  35041. // Metadata
  35042. if (this.metadata) {
  35043. serializationObject.metadata = this.metadata;
  35044. }
  35045. // Instances
  35046. serializationObject.instances = [];
  35047. for (var index = 0; index < this.instances.length; index++) {
  35048. var instance = this.instances[index];
  35049. if (instance.doNotSerialize) {
  35050. continue;
  35051. }
  35052. var serializationInstance = {
  35053. name: instance.name,
  35054. id: instance.id,
  35055. position: instance.position.asArray(),
  35056. scaling: instance.scaling.asArray()
  35057. };
  35058. if (instance.parent) {
  35059. serializationInstance.parentId = instance.parent.id;
  35060. }
  35061. if (instance.rotationQuaternion) {
  35062. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35063. }
  35064. else if (instance.rotation) {
  35065. serializationInstance.rotation = instance.rotation.asArray();
  35066. }
  35067. serializationObject.instances.push(serializationInstance);
  35068. // Animations
  35069. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35070. serializationInstance.ranges = instance.serializeAnimationRanges();
  35071. }
  35072. //
  35073. // Animations
  35074. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35075. serializationObject.ranges = this.serializeAnimationRanges();
  35076. // Layer mask
  35077. serializationObject.layerMask = this.layerMask;
  35078. // Alpha
  35079. serializationObject.alphaIndex = this.alphaIndex;
  35080. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35081. // Overlay
  35082. serializationObject.overlayAlpha = this.overlayAlpha;
  35083. serializationObject.overlayColor = this.overlayColor.asArray();
  35084. serializationObject.renderOverlay = this.renderOverlay;
  35085. // Fog
  35086. serializationObject.applyFog = this.applyFog;
  35087. // Action Manager
  35088. if (this.actionManager) {
  35089. serializationObject.actions = this.actionManager.serialize(this.name);
  35090. }
  35091. };
  35092. /** @hidden */
  35093. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35094. if (!this.geometry) {
  35095. return;
  35096. }
  35097. this._markSubMeshesAsAttributesDirty();
  35098. var morphTargetManager = this._morphTargetManager;
  35099. if (morphTargetManager && morphTargetManager.vertexCount) {
  35100. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35101. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35102. this.morphTargetManager = null;
  35103. return;
  35104. }
  35105. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35106. var morphTarget = morphTargetManager.getActiveTarget(index);
  35107. var positions = morphTarget.getPositions();
  35108. if (!positions) {
  35109. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35110. return;
  35111. }
  35112. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35113. var normals = morphTarget.getNormals();
  35114. if (normals) {
  35115. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35116. }
  35117. var tangents = morphTarget.getTangents();
  35118. if (tangents) {
  35119. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35120. }
  35121. }
  35122. }
  35123. else {
  35124. var index = 0;
  35125. // Positions
  35126. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35127. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35128. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35129. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35130. }
  35131. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35132. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35133. }
  35134. index++;
  35135. }
  35136. }
  35137. };
  35138. // Statics
  35139. /**
  35140. * Returns a new Mesh object parsed from the source provided.
  35141. * @param parsedMesh is the source
  35142. * @param scene defines the hosting scene
  35143. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35144. * @returns a new Mesh
  35145. */
  35146. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35147. var mesh;
  35148. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35149. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35150. }
  35151. else {
  35152. mesh = new Mesh(parsedMesh.name, scene);
  35153. }
  35154. mesh.id = parsedMesh.id;
  35155. if (BABYLON.Tags) {
  35156. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35157. }
  35158. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35159. if (parsedMesh.metadata !== undefined) {
  35160. mesh.metadata = parsedMesh.metadata;
  35161. }
  35162. if (parsedMesh.rotationQuaternion) {
  35163. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35164. }
  35165. else if (parsedMesh.rotation) {
  35166. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35167. }
  35168. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35169. if (parsedMesh.localMatrix) {
  35170. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35171. }
  35172. else if (parsedMesh.pivotMatrix) {
  35173. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35174. }
  35175. mesh.setEnabled(parsedMesh.isEnabled);
  35176. mesh.isVisible = parsedMesh.isVisible;
  35177. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35178. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35179. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35180. if (parsedMesh.applyFog !== undefined) {
  35181. mesh.applyFog = parsedMesh.applyFog;
  35182. }
  35183. if (parsedMesh.pickable !== undefined) {
  35184. mesh.isPickable = parsedMesh.pickable;
  35185. }
  35186. if (parsedMesh.alphaIndex !== undefined) {
  35187. mesh.alphaIndex = parsedMesh.alphaIndex;
  35188. }
  35189. mesh.receiveShadows = parsedMesh.receiveShadows;
  35190. mesh.billboardMode = parsedMesh.billboardMode;
  35191. if (parsedMesh.visibility !== undefined) {
  35192. mesh.visibility = parsedMesh.visibility;
  35193. }
  35194. mesh.checkCollisions = parsedMesh.checkCollisions;
  35195. if (parsedMesh.isBlocker !== undefined) {
  35196. mesh.isBlocker = parsedMesh.isBlocker;
  35197. }
  35198. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35199. // freezeWorldMatrix
  35200. if (parsedMesh.freezeWorldMatrix) {
  35201. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35202. }
  35203. // Parent
  35204. if (parsedMesh.parentId) {
  35205. mesh._waitingParentId = parsedMesh.parentId;
  35206. }
  35207. // Actions
  35208. if (parsedMesh.actions !== undefined) {
  35209. mesh._waitingActions = parsedMesh.actions;
  35210. }
  35211. // Overlay
  35212. if (parsedMesh.overlayAlpha !== undefined) {
  35213. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35214. }
  35215. if (parsedMesh.overlayColor !== undefined) {
  35216. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35217. }
  35218. if (parsedMesh.renderOverlay !== undefined) {
  35219. mesh.renderOverlay = parsedMesh.renderOverlay;
  35220. }
  35221. // Geometry
  35222. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35223. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35224. if (parsedMesh.delayLoadingFile) {
  35225. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35226. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35227. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35228. if (parsedMesh._binaryInfo) {
  35229. mesh._binaryInfo = parsedMesh._binaryInfo;
  35230. }
  35231. mesh._delayInfo = [];
  35232. if (parsedMesh.hasUVs) {
  35233. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35234. }
  35235. if (parsedMesh.hasUVs2) {
  35236. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35237. }
  35238. if (parsedMesh.hasUVs3) {
  35239. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35240. }
  35241. if (parsedMesh.hasUVs4) {
  35242. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35243. }
  35244. if (parsedMesh.hasUVs5) {
  35245. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35246. }
  35247. if (parsedMesh.hasUVs6) {
  35248. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35249. }
  35250. if (parsedMesh.hasColors) {
  35251. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35252. }
  35253. if (parsedMesh.hasMatricesIndices) {
  35254. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35255. }
  35256. if (parsedMesh.hasMatricesWeights) {
  35257. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35258. }
  35259. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35260. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35261. mesh._checkDelayState();
  35262. }
  35263. }
  35264. else {
  35265. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35266. }
  35267. // Material
  35268. if (parsedMesh.materialId) {
  35269. mesh.setMaterialByID(parsedMesh.materialId);
  35270. }
  35271. else {
  35272. mesh.material = null;
  35273. }
  35274. // Morph targets
  35275. if (parsedMesh.morphTargetManagerId > -1) {
  35276. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35277. }
  35278. // Skeleton
  35279. if (parsedMesh.skeletonId > -1) {
  35280. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35281. if (parsedMesh.numBoneInfluencers) {
  35282. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35283. }
  35284. }
  35285. // Animations
  35286. if (parsedMesh.animations) {
  35287. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35288. var parsedAnimation = parsedMesh.animations[animationIndex];
  35289. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35290. }
  35291. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35292. }
  35293. if (parsedMesh.autoAnimate) {
  35294. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35295. }
  35296. // Layer Mask
  35297. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35298. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35299. }
  35300. else {
  35301. mesh.layerMask = 0x0FFFFFFF;
  35302. }
  35303. // Physics
  35304. if (parsedMesh.physicsImpostor) {
  35305. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35306. mass: parsedMesh.physicsMass,
  35307. friction: parsedMesh.physicsFriction,
  35308. restitution: parsedMesh.physicsRestitution
  35309. }, scene);
  35310. }
  35311. // Instances
  35312. if (parsedMesh.instances) {
  35313. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35314. var parsedInstance = parsedMesh.instances[index];
  35315. var instance = mesh.createInstance(parsedInstance.name);
  35316. if (parsedInstance.id) {
  35317. instance.id = parsedInstance.id;
  35318. }
  35319. if (BABYLON.Tags) {
  35320. if (parsedInstance.tags) {
  35321. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35322. }
  35323. else {
  35324. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35325. }
  35326. }
  35327. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35328. if (parsedInstance.parentId) {
  35329. instance._waitingParentId = parsedInstance.parentId;
  35330. }
  35331. if (parsedInstance.rotationQuaternion) {
  35332. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35333. }
  35334. else if (parsedInstance.rotation) {
  35335. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35336. }
  35337. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35338. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35339. instance.checkCollisions = parsedInstance.checkCollisions;
  35340. }
  35341. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35342. instance.isPickable = parsedInstance.pickable;
  35343. }
  35344. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35345. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35346. }
  35347. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35348. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35349. }
  35350. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35351. instance.alphaIndex = parsedInstance.alphaIndex;
  35352. }
  35353. // Physics
  35354. if (parsedInstance.physicsImpostor) {
  35355. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35356. mass: parsedInstance.physicsMass,
  35357. friction: parsedInstance.physicsFriction,
  35358. restitution: parsedInstance.physicsRestitution
  35359. }, scene);
  35360. }
  35361. // Animation
  35362. if (parsedInstance.animations) {
  35363. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35364. parsedAnimation = parsedInstance.animations[animationIndex];
  35365. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35366. }
  35367. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35368. if (parsedInstance.autoAnimate) {
  35369. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35370. }
  35371. }
  35372. }
  35373. }
  35374. return mesh;
  35375. };
  35376. /**
  35377. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35378. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35379. * @param name defines the name of the mesh to create
  35380. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35381. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35382. * @param closePath creates a seam between the first and the last points of each path of the path array
  35383. * @param offset is taken in account only if the `pathArray` is containing a single path
  35384. * @param scene defines the hosting scene
  35385. * @param updatable defines if the mesh must be flagged as updatable
  35386. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35387. * @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)
  35388. * @returns a new Mesh
  35389. */
  35390. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35391. if (closeArray === void 0) { closeArray = false; }
  35392. if (updatable === void 0) { updatable = false; }
  35393. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35394. pathArray: pathArray,
  35395. closeArray: closeArray,
  35396. closePath: closePath,
  35397. offset: offset,
  35398. updatable: updatable,
  35399. sideOrientation: sideOrientation,
  35400. instance: instance
  35401. }, scene);
  35402. };
  35403. /**
  35404. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35405. * @param name defines the name of the mesh to create
  35406. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35407. * @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
  35408. * @param scene defines the hosting scene
  35409. * @param updatable defines if the mesh must be flagged as updatable
  35410. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35411. * @returns a new Mesh
  35412. */
  35413. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35414. if (scene === void 0) { scene = null; }
  35415. var options = {
  35416. radius: radius,
  35417. tessellation: tessellation,
  35418. sideOrientation: sideOrientation,
  35419. updatable: updatable
  35420. };
  35421. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35422. };
  35423. /**
  35424. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35425. * @param name defines the name of the mesh to create
  35426. * @param size sets the size (float) of each box side (default 1)
  35427. * @param scene defines the hosting scene
  35428. * @param updatable defines if the mesh must be flagged as updatable
  35429. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35430. * @returns a new Mesh
  35431. */
  35432. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35433. if (scene === void 0) { scene = null; }
  35434. var options = {
  35435. size: size,
  35436. sideOrientation: sideOrientation,
  35437. updatable: updatable
  35438. };
  35439. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35440. };
  35441. /**
  35442. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35443. * @param name defines the name of the mesh to create
  35444. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35445. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35446. * @param scene defines the hosting scene
  35447. * @param updatable defines if the mesh must be flagged as updatable
  35448. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35449. * @returns a new Mesh
  35450. */
  35451. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35452. var options = {
  35453. segments: segments,
  35454. diameterX: diameter,
  35455. diameterY: diameter,
  35456. diameterZ: diameter,
  35457. sideOrientation: sideOrientation,
  35458. updatable: updatable
  35459. };
  35460. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35461. };
  35462. /**
  35463. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35464. * @param name defines the name of the mesh to create
  35465. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35466. * @param diameterTop set the top cap diameter (floats, default 1)
  35467. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35468. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35469. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35470. * @param scene defines the hosting scene
  35471. * @param updatable defines if the mesh must be flagged as updatable
  35472. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35473. * @returns a new Mesh
  35474. */
  35475. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35476. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35477. if (scene !== undefined) {
  35478. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35479. updatable = scene;
  35480. }
  35481. scene = subdivisions;
  35482. subdivisions = 1;
  35483. }
  35484. var options = {
  35485. height: height,
  35486. diameterTop: diameterTop,
  35487. diameterBottom: diameterBottom,
  35488. tessellation: tessellation,
  35489. subdivisions: subdivisions,
  35490. sideOrientation: sideOrientation,
  35491. updatable: updatable
  35492. };
  35493. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35494. };
  35495. // Torus (Code from SharpDX.org)
  35496. /**
  35497. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35498. * @param name defines the name of the mesh to create
  35499. * @param diameter sets the diameter size (float) of the torus (default 1)
  35500. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35501. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35502. * @param scene defines the hosting scene
  35503. * @param updatable defines if the mesh must be flagged as updatable
  35504. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35505. * @returns a new Mesh
  35506. */
  35507. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35508. var options = {
  35509. diameter: diameter,
  35510. thickness: thickness,
  35511. tessellation: tessellation,
  35512. sideOrientation: sideOrientation,
  35513. updatable: updatable
  35514. };
  35515. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35516. };
  35517. /**
  35518. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35519. * @param name defines the name of the mesh to create
  35520. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35521. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35522. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35523. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35524. * @param p the number of windings on X axis (positive integers, default 2)
  35525. * @param q the number of windings on Y axis (positive integers, default 3)
  35526. * @param scene defines the hosting scene
  35527. * @param updatable defines if the mesh must be flagged as updatable
  35528. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35529. * @returns a new Mesh
  35530. */
  35531. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35532. var options = {
  35533. radius: radius,
  35534. tube: tube,
  35535. radialSegments: radialSegments,
  35536. tubularSegments: tubularSegments,
  35537. p: p,
  35538. q: q,
  35539. sideOrientation: sideOrientation,
  35540. updatable: updatable
  35541. };
  35542. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35543. };
  35544. /**
  35545. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35546. * @param name defines the name of the mesh to create
  35547. * @param points is an array successive Vector3
  35548. * @param scene defines the hosting scene
  35549. * @param updatable defines if the mesh must be flagged as updatable
  35550. * @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).
  35551. * @returns a new Mesh
  35552. */
  35553. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35554. if (scene === void 0) { scene = null; }
  35555. if (updatable === void 0) { updatable = false; }
  35556. if (instance === void 0) { instance = null; }
  35557. var options = {
  35558. points: points,
  35559. updatable: updatable,
  35560. instance: instance
  35561. };
  35562. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35563. };
  35564. /**
  35565. * Creates a dashed line 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 points is an array successive Vector3
  35568. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35569. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35570. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35571. * @param scene defines the hosting scene
  35572. * @param updatable defines if the mesh must be flagged as updatable
  35573. * @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)
  35574. * @returns a new Mesh
  35575. */
  35576. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35577. if (scene === void 0) { scene = null; }
  35578. var options = {
  35579. points: points,
  35580. dashSize: dashSize,
  35581. gapSize: gapSize,
  35582. dashNb: dashNb,
  35583. updatable: updatable,
  35584. instance: instance
  35585. };
  35586. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35587. };
  35588. /**
  35589. * Creates a polygon mesh.
  35590. * Please consider using the same method from the MeshBuilder class instead.
  35591. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35592. * 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.
  35593. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35594. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35595. * Remember you can only change the shape positions, not their number when updating a polygon.
  35596. */
  35597. /**
  35598. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35599. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35600. * @param name defines the name of the mesh to create
  35601. * @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
  35602. * @param scene defines the hosting scene
  35603. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35604. * @param updatable defines if the mesh must be flagged as updatable
  35605. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35606. * @returns a new Mesh
  35607. */
  35608. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35609. var options = {
  35610. shape: shape,
  35611. holes: holes,
  35612. updatable: updatable,
  35613. sideOrientation: sideOrientation
  35614. };
  35615. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35616. };
  35617. /**
  35618. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35619. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35620. * @param name defines the name of the mesh to create
  35621. * @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
  35622. * @param depth defines the height of extrusion
  35623. * @param scene defines the hosting scene
  35624. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35625. * @param updatable defines if the mesh must be flagged as updatable
  35626. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35627. * @returns a new Mesh
  35628. */
  35629. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35630. var options = {
  35631. shape: shape,
  35632. holes: holes,
  35633. depth: depth,
  35634. updatable: updatable,
  35635. sideOrientation: sideOrientation
  35636. };
  35637. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35638. };
  35639. /**
  35640. * Creates an extruded shape mesh.
  35641. * 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
  35642. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35643. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35644. * @param name defines the name of the mesh to create
  35645. * @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
  35646. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35647. * @param scale is the value to scale the shape
  35648. * @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
  35649. * @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
  35650. * @param scene defines the hosting scene
  35651. * @param updatable defines if the mesh must be flagged as updatable
  35652. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35653. * @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)
  35654. * @returns a new Mesh
  35655. */
  35656. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35657. if (scene === void 0) { scene = null; }
  35658. var options = {
  35659. shape: shape,
  35660. path: path,
  35661. scale: scale,
  35662. rotation: rotation,
  35663. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35664. sideOrientation: sideOrientation,
  35665. instance: instance,
  35666. updatable: updatable
  35667. };
  35668. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35669. };
  35670. /**
  35671. * Creates an custom extruded shape mesh.
  35672. * The custom extrusion is a parametric shape.
  35673. * It has no predefined shape. Its final shape will depend on the input parameters.
  35674. * Please consider using the same method from the MeshBuilder class instead
  35675. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35676. * @param name defines the name of the mesh to create
  35677. * @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
  35678. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35679. * @param scaleFunction is a custom Javascript function called on each path point
  35680. * @param rotationFunction is a custom Javascript function called on each path point
  35681. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35682. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35683. * @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
  35684. * @param scene defines the hosting scene
  35685. * @param updatable defines if the mesh must be flagged as updatable
  35686. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35687. * @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)
  35688. * @returns a new Mesh
  35689. */
  35690. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35691. var options = {
  35692. shape: shape,
  35693. path: path,
  35694. scaleFunction: scaleFunction,
  35695. rotationFunction: rotationFunction,
  35696. ribbonCloseArray: ribbonCloseArray,
  35697. ribbonClosePath: ribbonClosePath,
  35698. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35699. sideOrientation: sideOrientation,
  35700. instance: instance,
  35701. updatable: updatable
  35702. };
  35703. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35704. };
  35705. /**
  35706. * Creates lathe mesh.
  35707. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35708. * Please consider using the same method from the MeshBuilder class instead
  35709. * @param name defines the name of the mesh to create
  35710. * @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
  35711. * @param radius is the radius value of the lathe
  35712. * @param tessellation is the side number of the lathe.
  35713. * @param scene defines the hosting scene
  35714. * @param updatable defines if the mesh must be flagged as updatable
  35715. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35716. * @returns a new Mesh
  35717. */
  35718. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35719. var options = {
  35720. shape: shape,
  35721. radius: radius,
  35722. tessellation: tessellation,
  35723. sideOrientation: sideOrientation,
  35724. updatable: updatable
  35725. };
  35726. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35727. };
  35728. /**
  35729. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35730. * @param name defines the name of the mesh to create
  35731. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35732. * @param scene defines the hosting scene
  35733. * @param updatable defines if the mesh must be flagged as updatable
  35734. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35735. * @returns a new Mesh
  35736. */
  35737. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35738. var options = {
  35739. size: size,
  35740. width: size,
  35741. height: size,
  35742. sideOrientation: sideOrientation,
  35743. updatable: updatable
  35744. };
  35745. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35746. };
  35747. /**
  35748. * Creates a ground mesh.
  35749. * Please consider using the same method from the MeshBuilder class instead
  35750. * @param name defines the name of the mesh to create
  35751. * @param width set the width of the ground
  35752. * @param height set the height of the ground
  35753. * @param subdivisions sets the number of subdivisions per side
  35754. * @param scene defines the hosting scene
  35755. * @param updatable defines if the mesh must be flagged as updatable
  35756. * @returns a new Mesh
  35757. */
  35758. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35759. var options = {
  35760. width: width,
  35761. height: height,
  35762. subdivisions: subdivisions,
  35763. updatable: updatable
  35764. };
  35765. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35766. };
  35767. /**
  35768. * Creates a tiled ground mesh.
  35769. * Please consider using the same method from the MeshBuilder class instead
  35770. * @param name defines the name of the mesh to create
  35771. * @param xmin set the ground minimum X coordinate
  35772. * @param zmin set the ground minimum Y coordinate
  35773. * @param xmax set the ground maximum X coordinate
  35774. * @param zmax set the ground maximum Z coordinate
  35775. * @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
  35776. * @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
  35777. * @param scene defines the hosting scene
  35778. * @param updatable defines if the mesh must be flagged as updatable
  35779. * @returns a new Mesh
  35780. */
  35781. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35782. var options = {
  35783. xmin: xmin,
  35784. zmin: zmin,
  35785. xmax: xmax,
  35786. zmax: zmax,
  35787. subdivisions: subdivisions,
  35788. precision: precision,
  35789. updatable: updatable
  35790. };
  35791. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35792. };
  35793. /**
  35794. * Creates a ground mesh from a height map.
  35795. * Please consider using the same method from the MeshBuilder class instead
  35796. * @see http://doc.babylonjs.com/babylon101/height_map
  35797. * @param name defines the name of the mesh to create
  35798. * @param url sets the URL of the height map image resource
  35799. * @param width set the ground width size
  35800. * @param height set the ground height size
  35801. * @param subdivisions sets the number of subdivision per side
  35802. * @param minHeight is the minimum altitude on the ground
  35803. * @param maxHeight is the maximum altitude on the ground
  35804. * @param scene defines the hosting scene
  35805. * @param updatable defines if the mesh must be flagged as updatable
  35806. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35807. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35808. * @returns a new Mesh
  35809. */
  35810. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35811. var options = {
  35812. width: width,
  35813. height: height,
  35814. subdivisions: subdivisions,
  35815. minHeight: minHeight,
  35816. maxHeight: maxHeight,
  35817. updatable: updatable,
  35818. onReady: onReady,
  35819. alphaFilter: alphaFilter
  35820. };
  35821. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35822. };
  35823. /**
  35824. * Creates a tube mesh.
  35825. * The tube is a parametric shape.
  35826. * It has no predefined shape. Its final shape will depend on the input parameters.
  35827. * Please consider using the same method from the MeshBuilder class instead
  35828. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35829. * @param name defines the name of the mesh to create
  35830. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35831. * @param radius sets the tube radius size
  35832. * @param tessellation is the number of sides on the tubular surface
  35833. * @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
  35834. * @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
  35835. * @param scene defines the hosting scene
  35836. * @param updatable defines if the mesh must be flagged as updatable
  35837. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35838. * @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)
  35839. * @returns a new Mesh
  35840. */
  35841. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35842. var options = {
  35843. path: path,
  35844. radius: radius,
  35845. tessellation: tessellation,
  35846. radiusFunction: radiusFunction,
  35847. arc: 1,
  35848. cap: cap,
  35849. updatable: updatable,
  35850. sideOrientation: sideOrientation,
  35851. instance: instance
  35852. };
  35853. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35854. };
  35855. /**
  35856. * Creates a polyhedron mesh.
  35857. * Please consider using the same method from the MeshBuilder class instead.
  35858. * * 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
  35859. * * The parameter `size` (positive float, default 1) sets the polygon size
  35860. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35861. * * 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`
  35862. * * 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
  35863. * * 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)`)
  35864. * * 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
  35865. * * 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
  35866. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35867. * * 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
  35868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35869. * @param name defines the name of the mesh to create
  35870. * @param options defines the options used to create the mesh
  35871. * @param scene defines the hosting scene
  35872. * @returns a new Mesh
  35873. */
  35874. Mesh.CreatePolyhedron = function (name, options, scene) {
  35875. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35876. };
  35877. /**
  35878. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35879. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35880. * * 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`)
  35881. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35882. * * 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
  35883. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35884. * * 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
  35885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35886. * @param name defines the name of the mesh
  35887. * @param options defines the options used to create the mesh
  35888. * @param scene defines the hosting scene
  35889. * @returns a new Mesh
  35890. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35891. */
  35892. Mesh.CreateIcoSphere = function (name, options, scene) {
  35893. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35894. };
  35895. /**
  35896. * Creates a decal mesh.
  35897. * Please consider using the same method from the MeshBuilder class instead.
  35898. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35899. * @param name defines the name of the mesh
  35900. * @param sourceMesh defines the mesh receiving the decal
  35901. * @param position sets the position of the decal in world coordinates
  35902. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35903. * @param size sets the decal scaling
  35904. * @param angle sets the angle to rotate the decal
  35905. * @returns a new Mesh
  35906. */
  35907. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35908. var options = {
  35909. position: position,
  35910. normal: normal,
  35911. size: size,
  35912. angle: angle
  35913. };
  35914. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35915. };
  35916. // Skeletons
  35917. /**
  35918. * Prepare internal position array for software CPU skinning
  35919. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35920. */
  35921. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35922. if (!this._sourcePositions) {
  35923. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35924. if (!source) {
  35925. return this._sourcePositions;
  35926. }
  35927. this._sourcePositions = new Float32Array(source);
  35928. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35929. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35930. }
  35931. }
  35932. return this._sourcePositions;
  35933. };
  35934. /**
  35935. * Prepare internal normal array for software CPU skinning
  35936. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35937. */
  35938. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35939. if (!this._sourceNormals) {
  35940. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35941. if (!source) {
  35942. return this._sourceNormals;
  35943. }
  35944. this._sourceNormals = new Float32Array(source);
  35945. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35946. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35947. }
  35948. }
  35949. return this._sourceNormals;
  35950. };
  35951. /**
  35952. * Updates the vertex buffer by applying transformation from the bones
  35953. * @param skeleton defines the skeleton to apply to current mesh
  35954. * @returns the current mesh
  35955. */
  35956. Mesh.prototype.applySkeleton = function (skeleton) {
  35957. if (!this.geometry) {
  35958. return this;
  35959. }
  35960. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35961. return this;
  35962. }
  35963. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35964. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35965. return this;
  35966. }
  35967. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35968. return this;
  35969. }
  35970. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35971. return this;
  35972. }
  35973. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35974. return this;
  35975. }
  35976. if (!this._sourcePositions) {
  35977. var submeshes = this.subMeshes.slice();
  35978. this.setPositionsForCPUSkinning();
  35979. this.subMeshes = submeshes;
  35980. }
  35981. if (!this._sourceNormals) {
  35982. this.setNormalsForCPUSkinning();
  35983. }
  35984. // positionsData checks for not being Float32Array will only pass at most once
  35985. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35986. if (!positionsData) {
  35987. return this;
  35988. }
  35989. if (!(positionsData instanceof Float32Array)) {
  35990. positionsData = new Float32Array(positionsData);
  35991. }
  35992. // normalsData checks for not being Float32Array will only pass at most once
  35993. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35994. if (!normalsData) {
  35995. return this;
  35996. }
  35997. if (!(normalsData instanceof Float32Array)) {
  35998. normalsData = new Float32Array(normalsData);
  35999. }
  36000. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36001. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36002. if (!matricesWeightsData || !matricesIndicesData) {
  36003. return this;
  36004. }
  36005. var needExtras = this.numBoneInfluencers > 4;
  36006. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36007. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36008. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36009. var tempVector3 = BABYLON.Vector3.Zero();
  36010. var finalMatrix = new BABYLON.Matrix();
  36011. var tempMatrix = new BABYLON.Matrix();
  36012. var matWeightIdx = 0;
  36013. var inf;
  36014. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36015. var weight;
  36016. for (inf = 0; inf < 4; inf++) {
  36017. weight = matricesWeightsData[matWeightIdx + inf];
  36018. if (weight > 0) {
  36019. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36020. finalMatrix.addToSelf(tempMatrix);
  36021. }
  36022. }
  36023. if (needExtras) {
  36024. for (inf = 0; inf < 4; inf++) {
  36025. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36026. if (weight > 0) {
  36027. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36028. finalMatrix.addToSelf(tempMatrix);
  36029. }
  36030. }
  36031. }
  36032. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36033. tempVector3.toArray(positionsData, index);
  36034. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36035. tempVector3.toArray(normalsData, index);
  36036. finalMatrix.reset();
  36037. }
  36038. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36039. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36040. return this;
  36041. };
  36042. // Tools
  36043. /**
  36044. * 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
  36045. * @param meshes defines the list of meshes to scan
  36046. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36047. */
  36048. Mesh.MinMax = function (meshes) {
  36049. var minVector = null;
  36050. var maxVector = null;
  36051. meshes.forEach(function (mesh, index, array) {
  36052. var boundingInfo = mesh.getBoundingInfo();
  36053. var boundingBox = boundingInfo.boundingBox;
  36054. if (!minVector || !maxVector) {
  36055. minVector = boundingBox.minimumWorld;
  36056. maxVector = boundingBox.maximumWorld;
  36057. }
  36058. else {
  36059. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36060. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36061. }
  36062. });
  36063. if (!minVector || !maxVector) {
  36064. return {
  36065. min: BABYLON.Vector3.Zero(),
  36066. max: BABYLON.Vector3.Zero()
  36067. };
  36068. }
  36069. return {
  36070. min: minVector,
  36071. max: maxVector
  36072. };
  36073. };
  36074. /**
  36075. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36076. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36077. * @returns a vector3
  36078. */
  36079. Mesh.Center = function (meshesOrMinMaxVector) {
  36080. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36081. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36082. };
  36083. /**
  36084. * Merge the array of meshes into a single mesh for performance reasons.
  36085. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36086. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36087. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36088. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36089. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36090. * @returns a new mesh
  36091. */
  36092. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36093. if (disposeSource === void 0) { disposeSource = true; }
  36094. var index;
  36095. if (!allow32BitsIndices) {
  36096. var totalVertices = 0;
  36097. // Counting vertices
  36098. for (index = 0; index < meshes.length; index++) {
  36099. if (meshes[index]) {
  36100. totalVertices += meshes[index].getTotalVertices();
  36101. if (totalVertices > 65536) {
  36102. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36103. return null;
  36104. }
  36105. }
  36106. }
  36107. }
  36108. // Merge
  36109. var vertexData = null;
  36110. var otherVertexData;
  36111. var indiceArray = new Array();
  36112. var source = null;
  36113. for (index = 0; index < meshes.length; index++) {
  36114. if (meshes[index]) {
  36115. var wm = meshes[index].computeWorldMatrix(true);
  36116. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36117. otherVertexData.transform(wm);
  36118. if (vertexData) {
  36119. vertexData.merge(otherVertexData, allow32BitsIndices);
  36120. }
  36121. else {
  36122. vertexData = otherVertexData;
  36123. source = meshes[index];
  36124. }
  36125. if (subdivideWithSubMeshes) {
  36126. indiceArray.push(meshes[index].getTotalIndices());
  36127. }
  36128. }
  36129. }
  36130. source = source;
  36131. if (!meshSubclass) {
  36132. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36133. }
  36134. vertexData.applyToMesh(meshSubclass);
  36135. // Setting properties
  36136. meshSubclass.material = source.material;
  36137. meshSubclass.checkCollisions = source.checkCollisions;
  36138. // Cleaning
  36139. if (disposeSource) {
  36140. for (index = 0; index < meshes.length; index++) {
  36141. if (meshes[index]) {
  36142. meshes[index].dispose();
  36143. }
  36144. }
  36145. }
  36146. // Subdivide
  36147. if (subdivideWithSubMeshes) {
  36148. //-- removal of global submesh
  36149. meshSubclass.releaseSubMeshes();
  36150. index = 0;
  36151. var offset = 0;
  36152. //-- apply subdivision according to index table
  36153. while (index < indiceArray.length) {
  36154. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36155. offset += indiceArray[index];
  36156. index++;
  36157. }
  36158. }
  36159. return meshSubclass;
  36160. };
  36161. /** @hidden */
  36162. Mesh.prototype.addInstance = function (instance) {
  36163. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36164. this.instances.push(instance);
  36165. };
  36166. /** @hidden */
  36167. Mesh.prototype.removeInstance = function (instance) {
  36168. // Remove from mesh
  36169. var index = instance._indexInSourceMeshInstanceArray;
  36170. if (index != -1) {
  36171. if (index !== this.instances.length - 1) {
  36172. var last = this.instances[this.instances.length - 1];
  36173. this.instances[index] = last;
  36174. last._indexInSourceMeshInstanceArray = index;
  36175. }
  36176. instance._indexInSourceMeshInstanceArray = -1;
  36177. this.instances.pop();
  36178. }
  36179. };
  36180. // Consts
  36181. /**
  36182. * Mesh side orientation : usually the external or front surface
  36183. */
  36184. Mesh.FRONTSIDE = 0;
  36185. /**
  36186. * Mesh side orientation : usually the internal or back surface
  36187. */
  36188. Mesh.BACKSIDE = 1;
  36189. /**
  36190. * Mesh side orientation : both internal and external or front and back surfaces
  36191. */
  36192. Mesh.DOUBLESIDE = 2;
  36193. /**
  36194. * Mesh side orientation : by default, `FRONTSIDE`
  36195. */
  36196. Mesh.DEFAULTSIDE = 0;
  36197. /**
  36198. * Mesh cap setting : no cap
  36199. */
  36200. Mesh.NO_CAP = 0;
  36201. /**
  36202. * Mesh cap setting : one cap at the beginning of the mesh
  36203. */
  36204. Mesh.CAP_START = 1;
  36205. /**
  36206. * Mesh cap setting : one cap at the end of the mesh
  36207. */
  36208. Mesh.CAP_END = 2;
  36209. /**
  36210. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36211. */
  36212. Mesh.CAP_ALL = 3;
  36213. return Mesh;
  36214. }(BABYLON.AbstractMesh));
  36215. BABYLON.Mesh = Mesh;
  36216. })(BABYLON || (BABYLON = {}));
  36217. //# sourceMappingURL=babylon.mesh.js.map
  36218. var BABYLON;
  36219. (function (BABYLON) {
  36220. /**
  36221. * Base class for submeshes
  36222. */
  36223. var BaseSubMesh = /** @class */ (function () {
  36224. function BaseSubMesh() {
  36225. }
  36226. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36227. /**
  36228. * Gets associated effect
  36229. */
  36230. get: function () {
  36231. return this._materialEffect;
  36232. },
  36233. enumerable: true,
  36234. configurable: true
  36235. });
  36236. /**
  36237. * Sets associated effect (effect used to render this submesh)
  36238. * @param effect defines the effect to associate with
  36239. * @param defines defines the set of defines used to compile this effect
  36240. */
  36241. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36242. if (defines === void 0) { defines = null; }
  36243. if (this._materialEffect === effect) {
  36244. if (!effect) {
  36245. this._materialDefines = null;
  36246. }
  36247. return;
  36248. }
  36249. this._materialDefines = defines;
  36250. this._materialEffect = effect;
  36251. };
  36252. return BaseSubMesh;
  36253. }());
  36254. BABYLON.BaseSubMesh = BaseSubMesh;
  36255. /**
  36256. * Defines a subdivision inside a mesh
  36257. */
  36258. var SubMesh = /** @class */ (function (_super) {
  36259. __extends(SubMesh, _super);
  36260. /**
  36261. * Creates a new submesh
  36262. * @param materialIndex defines the material index to use
  36263. * @param verticesStart defines vertex index start
  36264. * @param verticesCount defines vertices count
  36265. * @param indexStart defines index start
  36266. * @param indexCount defines indices count
  36267. * @param mesh defines the parent mesh
  36268. * @param renderingMesh defines an optional rendering mesh
  36269. * @param createBoundingBox defines if bounding box should be created for this submesh
  36270. */
  36271. function SubMesh(
  36272. /** the material index to use */
  36273. materialIndex,
  36274. /** vertex index start */
  36275. verticesStart,
  36276. /** vertices count */
  36277. verticesCount,
  36278. /** index start */
  36279. indexStart,
  36280. /** indices count */
  36281. indexCount, mesh, renderingMesh, createBoundingBox) {
  36282. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36283. var _this = _super.call(this) || this;
  36284. _this.materialIndex = materialIndex;
  36285. _this.verticesStart = verticesStart;
  36286. _this.verticesCount = verticesCount;
  36287. _this.indexStart = indexStart;
  36288. _this.indexCount = indexCount;
  36289. /** @hidden */
  36290. _this._renderId = 0;
  36291. _this._mesh = mesh;
  36292. _this._renderingMesh = renderingMesh || mesh;
  36293. mesh.subMeshes.push(_this);
  36294. _this._trianglePlanes = [];
  36295. _this._id = mesh.subMeshes.length - 1;
  36296. if (createBoundingBox) {
  36297. _this.refreshBoundingInfo();
  36298. mesh.computeWorldMatrix(true);
  36299. }
  36300. return _this;
  36301. }
  36302. /**
  36303. * Add a new submesh to a mesh
  36304. * @param materialIndex defines the material index to use
  36305. * @param verticesStart defines vertex index start
  36306. * @param verticesCount defines vertices count
  36307. * @param indexStart defines index start
  36308. * @param indexCount defines indices count
  36309. * @param mesh defines the parent mesh
  36310. * @param renderingMesh defines an optional rendering mesh
  36311. * @param createBoundingBox defines if bounding box should be created for this submesh
  36312. * @returns the new submesh
  36313. */
  36314. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36315. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36316. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36317. };
  36318. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36319. /**
  36320. * Returns true if this submesh covers the entire parent mesh
  36321. * @ignorenaming
  36322. */
  36323. get: function () {
  36324. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36325. },
  36326. enumerable: true,
  36327. configurable: true
  36328. });
  36329. /**
  36330. * Returns the submesh BoudingInfo object
  36331. * @returns current bounding info (or mesh's one if the submesh is global)
  36332. */
  36333. SubMesh.prototype.getBoundingInfo = function () {
  36334. if (this.IsGlobal) {
  36335. return this._mesh.getBoundingInfo();
  36336. }
  36337. return this._boundingInfo;
  36338. };
  36339. /**
  36340. * Sets the submesh BoundingInfo
  36341. * @param boundingInfo defines the new bounding info to use
  36342. * @returns the SubMesh
  36343. */
  36344. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36345. this._boundingInfo = boundingInfo;
  36346. return this;
  36347. };
  36348. /**
  36349. * Returns the mesh of the current submesh
  36350. * @return the parent mesh
  36351. */
  36352. SubMesh.prototype.getMesh = function () {
  36353. return this._mesh;
  36354. };
  36355. /**
  36356. * Returns the rendering mesh of the submesh
  36357. * @returns the rendering mesh (could be different from parent mesh)
  36358. */
  36359. SubMesh.prototype.getRenderingMesh = function () {
  36360. return this._renderingMesh;
  36361. };
  36362. /**
  36363. * Returns the submesh material
  36364. * @returns null or the current material
  36365. */
  36366. SubMesh.prototype.getMaterial = function () {
  36367. var rootMaterial = this._renderingMesh.material;
  36368. if (rootMaterial === null || rootMaterial === undefined) {
  36369. return this._mesh.getScene().defaultMaterial;
  36370. }
  36371. else if (rootMaterial.getSubMaterial) {
  36372. var multiMaterial = rootMaterial;
  36373. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36374. if (this._currentMaterial !== effectiveMaterial) {
  36375. this._currentMaterial = effectiveMaterial;
  36376. this._materialDefines = null;
  36377. }
  36378. return effectiveMaterial;
  36379. }
  36380. return rootMaterial;
  36381. };
  36382. // Methods
  36383. /**
  36384. * Sets a new updated BoundingInfo object to the submesh
  36385. * @returns the SubMesh
  36386. */
  36387. SubMesh.prototype.refreshBoundingInfo = function () {
  36388. this._lastColliderWorldVertices = null;
  36389. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36390. return this;
  36391. }
  36392. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36393. if (!data) {
  36394. this._boundingInfo = this._mesh.getBoundingInfo();
  36395. return this;
  36396. }
  36397. var indices = this._renderingMesh.getIndices();
  36398. var extend;
  36399. //is this the only submesh?
  36400. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36401. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36402. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36403. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36404. }
  36405. else {
  36406. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36407. }
  36408. if (this._boundingInfo) {
  36409. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36410. }
  36411. else {
  36412. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36413. }
  36414. return this;
  36415. };
  36416. /** @hidden */
  36417. SubMesh.prototype._checkCollision = function (collider) {
  36418. var boundingInfo = this.getBoundingInfo();
  36419. return boundingInfo._checkCollision(collider);
  36420. };
  36421. /**
  36422. * Updates the submesh BoundingInfo
  36423. * @param world defines the world matrix to use to update the bounding info
  36424. * @returns the submesh
  36425. */
  36426. SubMesh.prototype.updateBoundingInfo = function (world) {
  36427. var boundingInfo = this.getBoundingInfo();
  36428. if (!boundingInfo) {
  36429. this.refreshBoundingInfo();
  36430. boundingInfo = this.getBoundingInfo();
  36431. }
  36432. boundingInfo.update(world);
  36433. return this;
  36434. };
  36435. /**
  36436. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36437. * @param frustumPlanes defines the frustum planes
  36438. * @returns true if the submesh is intersecting with the frustum
  36439. */
  36440. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36441. var boundingInfo = this.getBoundingInfo();
  36442. if (!boundingInfo) {
  36443. return false;
  36444. }
  36445. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36446. };
  36447. /**
  36448. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36449. * @param frustumPlanes defines the frustum planes
  36450. * @returns true if the submesh is inside the frustum
  36451. */
  36452. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36453. var boundingInfo = this.getBoundingInfo();
  36454. if (!boundingInfo) {
  36455. return false;
  36456. }
  36457. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36458. };
  36459. /**
  36460. * Renders the submesh
  36461. * @param enableAlphaMode defines if alpha needs to be used
  36462. * @returns the submesh
  36463. */
  36464. SubMesh.prototype.render = function (enableAlphaMode) {
  36465. this._renderingMesh.render(this, enableAlphaMode);
  36466. return this;
  36467. };
  36468. /**
  36469. * @hidden
  36470. */
  36471. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36472. if (!this._linesIndexBuffer) {
  36473. var linesIndices = [];
  36474. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36475. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36476. }
  36477. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36478. this._linesIndexCount = linesIndices.length;
  36479. }
  36480. return this._linesIndexBuffer;
  36481. };
  36482. /**
  36483. * Checks if the submesh intersects with a ray
  36484. * @param ray defines the ray to test
  36485. * @returns true is the passed ray intersects the submesh bounding box
  36486. */
  36487. SubMesh.prototype.canIntersects = function (ray) {
  36488. var boundingInfo = this.getBoundingInfo();
  36489. if (!boundingInfo) {
  36490. return false;
  36491. }
  36492. return ray.intersectsBox(boundingInfo.boundingBox);
  36493. };
  36494. /**
  36495. * Intersects current submesh with a ray
  36496. * @param ray defines the ray to test
  36497. * @param positions defines mesh's positions array
  36498. * @param indices defines mesh's indices array
  36499. * @param fastCheck defines if only bounding info should be used
  36500. * @returns intersection info or null if no intersection
  36501. */
  36502. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36503. var material = this.getMaterial();
  36504. if (!material) {
  36505. return null;
  36506. }
  36507. switch (material.fillMode) {
  36508. case BABYLON.Material.PointListDrawMode:
  36509. case BABYLON.Material.LineListDrawMode:
  36510. case BABYLON.Material.LineLoopDrawMode:
  36511. case BABYLON.Material.LineStripDrawMode:
  36512. case BABYLON.Material.TriangleFanDrawMode:
  36513. case BABYLON.Material.TriangleStripDrawMode:
  36514. return null;
  36515. }
  36516. // LineMesh first as it's also a Mesh...
  36517. if (BABYLON.LinesMesh) {
  36518. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36519. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36520. }
  36521. }
  36522. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36523. };
  36524. /** @hidden */
  36525. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36526. var intersectInfo = null;
  36527. // Line test
  36528. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36529. var p0 = positions[indices[index]];
  36530. var p1 = positions[indices[index + 1]];
  36531. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36532. if (length < 0) {
  36533. continue;
  36534. }
  36535. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36536. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36537. if (fastCheck) {
  36538. break;
  36539. }
  36540. }
  36541. }
  36542. return intersectInfo;
  36543. };
  36544. /** @hidden */
  36545. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36546. var intersectInfo = null;
  36547. // Triangles test
  36548. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36549. var p0 = positions[indices[index]];
  36550. var p1 = positions[indices[index + 1]];
  36551. var p2 = positions[indices[index + 2]];
  36552. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36553. if (currentIntersectInfo) {
  36554. if (currentIntersectInfo.distance < 0) {
  36555. continue;
  36556. }
  36557. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36558. intersectInfo = currentIntersectInfo;
  36559. intersectInfo.faceId = index / 3;
  36560. if (fastCheck) {
  36561. break;
  36562. }
  36563. }
  36564. }
  36565. }
  36566. return intersectInfo;
  36567. };
  36568. /** @hidden */
  36569. SubMesh.prototype._rebuild = function () {
  36570. if (this._linesIndexBuffer) {
  36571. this._linesIndexBuffer = null;
  36572. }
  36573. };
  36574. // Clone
  36575. /**
  36576. * Creates a new submesh from the passed mesh
  36577. * @param newMesh defines the new hosting mesh
  36578. * @param newRenderingMesh defines an optional rendering mesh
  36579. * @returns the new submesh
  36580. */
  36581. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36582. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36583. if (!this.IsGlobal) {
  36584. var boundingInfo = this.getBoundingInfo();
  36585. if (!boundingInfo) {
  36586. return result;
  36587. }
  36588. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36589. }
  36590. return result;
  36591. };
  36592. // Dispose
  36593. /**
  36594. * Release associated resources
  36595. */
  36596. SubMesh.prototype.dispose = function () {
  36597. if (this._linesIndexBuffer) {
  36598. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36599. this._linesIndexBuffer = null;
  36600. }
  36601. // Remove from mesh
  36602. var index = this._mesh.subMeshes.indexOf(this);
  36603. this._mesh.subMeshes.splice(index, 1);
  36604. };
  36605. // Statics
  36606. /**
  36607. * Creates a new submesh from indices data
  36608. * @param materialIndex the index of the main mesh material
  36609. * @param startIndex the index where to start the copy in the mesh indices array
  36610. * @param indexCount the number of indices to copy then from the startIndex
  36611. * @param mesh the main mesh to create the submesh from
  36612. * @param renderingMesh the optional rendering mesh
  36613. * @returns a new submesh
  36614. */
  36615. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36616. var minVertexIndex = Number.MAX_VALUE;
  36617. var maxVertexIndex = -Number.MAX_VALUE;
  36618. renderingMesh = (renderingMesh || mesh);
  36619. var indices = renderingMesh.getIndices();
  36620. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36621. var vertexIndex = indices[index];
  36622. if (vertexIndex < minVertexIndex) {
  36623. minVertexIndex = vertexIndex;
  36624. }
  36625. if (vertexIndex > maxVertexIndex) {
  36626. maxVertexIndex = vertexIndex;
  36627. }
  36628. }
  36629. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36630. };
  36631. return SubMesh;
  36632. }(BaseSubMesh));
  36633. BABYLON.SubMesh = SubMesh;
  36634. })(BABYLON || (BABYLON = {}));
  36635. //# sourceMappingURL=babylon.subMesh.js.map
  36636. var __assign = (this && this.__assign) || function () {
  36637. __assign = Object.assign || function(t) {
  36638. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36639. s = arguments[i];
  36640. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36641. t[p] = s[p];
  36642. }
  36643. return t;
  36644. };
  36645. return __assign.apply(this, arguments);
  36646. };
  36647. var BABYLON;
  36648. (function (BABYLON) {
  36649. /**
  36650. * Manages the defines for the Material
  36651. */
  36652. var MaterialDefines = /** @class */ (function () {
  36653. function MaterialDefines() {
  36654. this._isDirty = true;
  36655. /** @hidden */
  36656. this._areLightsDirty = true;
  36657. /** @hidden */
  36658. this._areAttributesDirty = true;
  36659. /** @hidden */
  36660. this._areTexturesDirty = true;
  36661. /** @hidden */
  36662. this._areFresnelDirty = true;
  36663. /** @hidden */
  36664. this._areMiscDirty = true;
  36665. /** @hidden */
  36666. this._areImageProcessingDirty = true;
  36667. /** @hidden */
  36668. this._normals = false;
  36669. /** @hidden */
  36670. this._uvs = false;
  36671. /** @hidden */
  36672. this._needNormals = false;
  36673. /** @hidden */
  36674. this._needUVs = false;
  36675. }
  36676. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36677. /**
  36678. * Specifies if the material needs to be re-calculated
  36679. */
  36680. get: function () {
  36681. return this._isDirty;
  36682. },
  36683. enumerable: true,
  36684. configurable: true
  36685. });
  36686. /**
  36687. * Marks the material to indicate that it has been re-calculated
  36688. */
  36689. MaterialDefines.prototype.markAsProcessed = function () {
  36690. this._isDirty = false;
  36691. this._areAttributesDirty = false;
  36692. this._areTexturesDirty = false;
  36693. this._areFresnelDirty = false;
  36694. this._areLightsDirty = false;
  36695. this._areMiscDirty = false;
  36696. this._areImageProcessingDirty = false;
  36697. };
  36698. /**
  36699. * Marks the material to indicate that it needs to be re-calculated
  36700. */
  36701. MaterialDefines.prototype.markAsUnprocessed = function () {
  36702. this._isDirty = true;
  36703. };
  36704. /**
  36705. * Marks the material to indicate all of its defines need to be re-calculated
  36706. */
  36707. MaterialDefines.prototype.markAllAsDirty = function () {
  36708. this._areTexturesDirty = true;
  36709. this._areAttributesDirty = true;
  36710. this._areLightsDirty = true;
  36711. this._areFresnelDirty = true;
  36712. this._areMiscDirty = true;
  36713. this._areImageProcessingDirty = true;
  36714. this._isDirty = true;
  36715. };
  36716. /**
  36717. * Marks the material to indicate that image processing needs to be re-calculated
  36718. */
  36719. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36720. this._areImageProcessingDirty = true;
  36721. this._isDirty = true;
  36722. };
  36723. /**
  36724. * Marks the material to indicate the lights need to be re-calculated
  36725. */
  36726. MaterialDefines.prototype.markAsLightDirty = function () {
  36727. this._areLightsDirty = true;
  36728. this._isDirty = true;
  36729. };
  36730. /**
  36731. * Marks the attribute state as changed
  36732. */
  36733. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36734. this._areAttributesDirty = true;
  36735. this._isDirty = true;
  36736. };
  36737. /**
  36738. * Marks the texture state as changed
  36739. */
  36740. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36741. this._areTexturesDirty = true;
  36742. this._isDirty = true;
  36743. };
  36744. /**
  36745. * Marks the fresnel state as changed
  36746. */
  36747. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36748. this._areFresnelDirty = true;
  36749. this._isDirty = true;
  36750. };
  36751. /**
  36752. * Marks the misc state as changed
  36753. */
  36754. MaterialDefines.prototype.markAsMiscDirty = function () {
  36755. this._areMiscDirty = true;
  36756. this._isDirty = true;
  36757. };
  36758. /**
  36759. * Rebuilds the material defines
  36760. */
  36761. MaterialDefines.prototype.rebuild = function () {
  36762. if (this._keys) {
  36763. delete this._keys;
  36764. }
  36765. this._keys = [];
  36766. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36767. var key = _a[_i];
  36768. if (key[0] === "_") {
  36769. continue;
  36770. }
  36771. this._keys.push(key);
  36772. }
  36773. };
  36774. /**
  36775. * Specifies if two material defines are equal
  36776. * @param other - A material define instance to compare to
  36777. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36778. */
  36779. MaterialDefines.prototype.isEqual = function (other) {
  36780. if (this._keys.length !== other._keys.length) {
  36781. return false;
  36782. }
  36783. for (var index = 0; index < this._keys.length; index++) {
  36784. var prop = this._keys[index];
  36785. if (this[prop] !== other[prop]) {
  36786. return false;
  36787. }
  36788. }
  36789. return true;
  36790. };
  36791. /**
  36792. * Clones this instance's defines to another instance
  36793. * @param other - material defines to clone values to
  36794. */
  36795. MaterialDefines.prototype.cloneTo = function (other) {
  36796. if (this._keys.length !== other._keys.length) {
  36797. other._keys = this._keys.slice(0);
  36798. }
  36799. for (var index = 0; index < this._keys.length; index++) {
  36800. var prop = this._keys[index];
  36801. other[prop] = this[prop];
  36802. }
  36803. };
  36804. /**
  36805. * Resets the material define values
  36806. */
  36807. MaterialDefines.prototype.reset = function () {
  36808. for (var index = 0; index < this._keys.length; index++) {
  36809. var prop = this._keys[index];
  36810. var type = typeof this[prop];
  36811. switch (type) {
  36812. case "number":
  36813. this[prop] = 0;
  36814. break;
  36815. case "string":
  36816. this[prop] = "";
  36817. break;
  36818. default:
  36819. this[prop] = false;
  36820. break;
  36821. }
  36822. }
  36823. };
  36824. /**
  36825. * Converts the material define values to a string
  36826. * @returns - String of material define information
  36827. */
  36828. MaterialDefines.prototype.toString = function () {
  36829. var result = "";
  36830. for (var index = 0; index < this._keys.length; index++) {
  36831. var prop = this._keys[index];
  36832. var value = this[prop];
  36833. var type = typeof value;
  36834. switch (type) {
  36835. case "number":
  36836. case "string":
  36837. result += "#define " + prop + " " + value + "\n";
  36838. break;
  36839. default:
  36840. if (value) {
  36841. result += "#define " + prop + "\n";
  36842. }
  36843. break;
  36844. }
  36845. }
  36846. return result;
  36847. };
  36848. return MaterialDefines;
  36849. }());
  36850. BABYLON.MaterialDefines = MaterialDefines;
  36851. /**
  36852. * Base class for the main features of a material in Babylon.js
  36853. */
  36854. var Material = /** @class */ (function () {
  36855. /**
  36856. * Creates a material instance
  36857. * @param name defines the name of the material
  36858. * @param scene defines the scene to reference
  36859. * @param doNotAdd specifies if the material should be added to the scene
  36860. */
  36861. function Material(name, scene, doNotAdd) {
  36862. /**
  36863. * Gets or sets user defined metadata
  36864. */
  36865. this.metadata = null;
  36866. /**
  36867. * For internal use only. Please do not use.
  36868. */
  36869. this.reservedDataStore = null;
  36870. /**
  36871. * Specifies if the ready state should be checked on each call
  36872. */
  36873. this.checkReadyOnEveryCall = false;
  36874. /**
  36875. * Specifies if the ready state should be checked once
  36876. */
  36877. this.checkReadyOnlyOnce = false;
  36878. /**
  36879. * The state of the material
  36880. */
  36881. this.state = "";
  36882. /**
  36883. * The alpha value of the material
  36884. */
  36885. this._alpha = 1.0;
  36886. /**
  36887. * Specifies if back face culling is enabled
  36888. */
  36889. this._backFaceCulling = true;
  36890. /**
  36891. * Specifies if the material should be serialized
  36892. */
  36893. this.doNotSerialize = false;
  36894. /**
  36895. * @hidden
  36896. */
  36897. this._storeEffectOnSubMeshes = false;
  36898. /**
  36899. * An event triggered when the material is disposed
  36900. */
  36901. this.onDisposeObservable = new BABYLON.Observable();
  36902. /**
  36903. * Stores the value of the alpha mode
  36904. */
  36905. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36906. /**
  36907. * Stores the state of the need depth pre-pass value
  36908. */
  36909. this._needDepthPrePass = false;
  36910. /**
  36911. * Specifies if depth writing should be disabled
  36912. */
  36913. this.disableDepthWrite = false;
  36914. /**
  36915. * Specifies if depth writing should be forced
  36916. */
  36917. this.forceDepthWrite = false;
  36918. /**
  36919. * Specifies if there should be a separate pass for culling
  36920. */
  36921. this.separateCullingPass = false;
  36922. /**
  36923. * Stores the state specifing if fog should be enabled
  36924. */
  36925. this._fogEnabled = true;
  36926. /**
  36927. * Stores the size of points
  36928. */
  36929. this.pointSize = 1.0;
  36930. /**
  36931. * Stores the z offset value
  36932. */
  36933. this.zOffset = 0;
  36934. /**
  36935. * @hidden
  36936. * Specifies if the material was previously ready
  36937. */
  36938. this._wasPreviouslyReady = false;
  36939. /**
  36940. * Stores the fill mode state
  36941. */
  36942. this._fillMode = Material.TriangleFillMode;
  36943. /** @hidden */
  36944. this._indexInSceneMaterialArray = -1;
  36945. this.name = name;
  36946. this.id = name || BABYLON.Tools.RandomId();
  36947. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36948. this.uniqueId = this._scene.getUniqueId();
  36949. if (this._scene.useRightHandedSystem) {
  36950. this.sideOrientation = Material.ClockWiseSideOrientation;
  36951. }
  36952. else {
  36953. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36954. }
  36955. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36956. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36957. if (!doNotAdd) {
  36958. this._scene.addMaterial(this);
  36959. }
  36960. if (this._scene.useMaterialMeshMap) {
  36961. this.meshMap = {};
  36962. }
  36963. }
  36964. Object.defineProperty(Material, "TriangleFillMode", {
  36965. /**
  36966. * Returns the triangle fill mode
  36967. */
  36968. get: function () {
  36969. return Material._TriangleFillMode;
  36970. },
  36971. enumerable: true,
  36972. configurable: true
  36973. });
  36974. Object.defineProperty(Material, "WireFrameFillMode", {
  36975. /**
  36976. * Returns the wireframe mode
  36977. */
  36978. get: function () {
  36979. return Material._WireFrameFillMode;
  36980. },
  36981. enumerable: true,
  36982. configurable: true
  36983. });
  36984. Object.defineProperty(Material, "PointFillMode", {
  36985. /**
  36986. * Returns the point fill mode
  36987. */
  36988. get: function () {
  36989. return Material._PointFillMode;
  36990. },
  36991. enumerable: true,
  36992. configurable: true
  36993. });
  36994. Object.defineProperty(Material, "PointListDrawMode", {
  36995. /**
  36996. * Returns the point list draw mode
  36997. */
  36998. get: function () {
  36999. return Material._PointListDrawMode;
  37000. },
  37001. enumerable: true,
  37002. configurable: true
  37003. });
  37004. Object.defineProperty(Material, "LineListDrawMode", {
  37005. /**
  37006. * Returns the line list draw mode
  37007. */
  37008. get: function () {
  37009. return Material._LineListDrawMode;
  37010. },
  37011. enumerable: true,
  37012. configurable: true
  37013. });
  37014. Object.defineProperty(Material, "LineLoopDrawMode", {
  37015. /**
  37016. * Returns the line loop draw mode
  37017. */
  37018. get: function () {
  37019. return Material._LineLoopDrawMode;
  37020. },
  37021. enumerable: true,
  37022. configurable: true
  37023. });
  37024. Object.defineProperty(Material, "LineStripDrawMode", {
  37025. /**
  37026. * Returns the line strip draw mode
  37027. */
  37028. get: function () {
  37029. return Material._LineStripDrawMode;
  37030. },
  37031. enumerable: true,
  37032. configurable: true
  37033. });
  37034. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37035. /**
  37036. * Returns the triangle strip draw mode
  37037. */
  37038. get: function () {
  37039. return Material._TriangleStripDrawMode;
  37040. },
  37041. enumerable: true,
  37042. configurable: true
  37043. });
  37044. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37045. /**
  37046. * Returns the triangle fan draw mode
  37047. */
  37048. get: function () {
  37049. return Material._TriangleFanDrawMode;
  37050. },
  37051. enumerable: true,
  37052. configurable: true
  37053. });
  37054. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37055. /**
  37056. * Returns the clock-wise side orientation
  37057. */
  37058. get: function () {
  37059. return Material._ClockWiseSideOrientation;
  37060. },
  37061. enumerable: true,
  37062. configurable: true
  37063. });
  37064. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37065. /**
  37066. * Returns the counter clock-wise side orientation
  37067. */
  37068. get: function () {
  37069. return Material._CounterClockWiseSideOrientation;
  37070. },
  37071. enumerable: true,
  37072. configurable: true
  37073. });
  37074. Object.defineProperty(Material.prototype, "alpha", {
  37075. /**
  37076. * Gets the alpha value of the material
  37077. */
  37078. get: function () {
  37079. return this._alpha;
  37080. },
  37081. /**
  37082. * Sets the alpha value of the material
  37083. */
  37084. set: function (value) {
  37085. if (this._alpha === value) {
  37086. return;
  37087. }
  37088. this._alpha = value;
  37089. this.markAsDirty(Material.MiscDirtyFlag);
  37090. },
  37091. enumerable: true,
  37092. configurable: true
  37093. });
  37094. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37095. /**
  37096. * Gets the back-face culling state
  37097. */
  37098. get: function () {
  37099. return this._backFaceCulling;
  37100. },
  37101. /**
  37102. * Sets the back-face culling state
  37103. */
  37104. set: function (value) {
  37105. if (this._backFaceCulling === value) {
  37106. return;
  37107. }
  37108. this._backFaceCulling = value;
  37109. this.markAsDirty(Material.TextureDirtyFlag);
  37110. },
  37111. enumerable: true,
  37112. configurable: true
  37113. });
  37114. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37115. /**
  37116. * Gets a boolean indicating that current material needs to register RTT
  37117. */
  37118. get: function () {
  37119. return false;
  37120. },
  37121. enumerable: true,
  37122. configurable: true
  37123. });
  37124. Object.defineProperty(Material.prototype, "onDispose", {
  37125. /**
  37126. * Called during a dispose event
  37127. */
  37128. set: function (callback) {
  37129. if (this._onDisposeObserver) {
  37130. this.onDisposeObservable.remove(this._onDisposeObserver);
  37131. }
  37132. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37133. },
  37134. enumerable: true,
  37135. configurable: true
  37136. });
  37137. Object.defineProperty(Material.prototype, "onBindObservable", {
  37138. /**
  37139. * An event triggered when the material is bound
  37140. */
  37141. get: function () {
  37142. if (!this._onBindObservable) {
  37143. this._onBindObservable = new BABYLON.Observable();
  37144. }
  37145. return this._onBindObservable;
  37146. },
  37147. enumerable: true,
  37148. configurable: true
  37149. });
  37150. Object.defineProperty(Material.prototype, "onBind", {
  37151. /**
  37152. * Called during a bind event
  37153. */
  37154. set: function (callback) {
  37155. if (this._onBindObserver) {
  37156. this.onBindObservable.remove(this._onBindObserver);
  37157. }
  37158. this._onBindObserver = this.onBindObservable.add(callback);
  37159. },
  37160. enumerable: true,
  37161. configurable: true
  37162. });
  37163. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37164. /**
  37165. * An event triggered when the material is unbound
  37166. */
  37167. get: function () {
  37168. if (!this._onUnBindObservable) {
  37169. this._onUnBindObservable = new BABYLON.Observable();
  37170. }
  37171. return this._onUnBindObservable;
  37172. },
  37173. enumerable: true,
  37174. configurable: true
  37175. });
  37176. Object.defineProperty(Material.prototype, "alphaMode", {
  37177. /**
  37178. * Gets the value of the alpha mode
  37179. */
  37180. get: function () {
  37181. return this._alphaMode;
  37182. },
  37183. /**
  37184. * Sets the value of the alpha mode.
  37185. *
  37186. * | Value | Type | Description |
  37187. * | --- | --- | --- |
  37188. * | 0 | ALPHA_DISABLE | |
  37189. * | 1 | ALPHA_ADD | |
  37190. * | 2 | ALPHA_COMBINE | |
  37191. * | 3 | ALPHA_SUBTRACT | |
  37192. * | 4 | ALPHA_MULTIPLY | |
  37193. * | 5 | ALPHA_MAXIMIZED | |
  37194. * | 6 | ALPHA_ONEONE | |
  37195. * | 7 | ALPHA_PREMULTIPLIED | |
  37196. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37197. * | 9 | ALPHA_INTERPOLATE | |
  37198. * | 10 | ALPHA_SCREENMODE | |
  37199. *
  37200. */
  37201. set: function (value) {
  37202. if (this._alphaMode === value) {
  37203. return;
  37204. }
  37205. this._alphaMode = value;
  37206. this.markAsDirty(Material.TextureDirtyFlag);
  37207. },
  37208. enumerable: true,
  37209. configurable: true
  37210. });
  37211. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37212. /**
  37213. * Gets the depth pre-pass value
  37214. */
  37215. get: function () {
  37216. return this._needDepthPrePass;
  37217. },
  37218. /**
  37219. * Sets the need depth pre-pass value
  37220. */
  37221. set: function (value) {
  37222. if (this._needDepthPrePass === value) {
  37223. return;
  37224. }
  37225. this._needDepthPrePass = value;
  37226. if (this._needDepthPrePass) {
  37227. this.checkReadyOnEveryCall = true;
  37228. }
  37229. },
  37230. enumerable: true,
  37231. configurable: true
  37232. });
  37233. Object.defineProperty(Material.prototype, "fogEnabled", {
  37234. /**
  37235. * Gets the value of the fog enabled state
  37236. */
  37237. get: function () {
  37238. return this._fogEnabled;
  37239. },
  37240. /**
  37241. * Sets the state for enabling fog
  37242. */
  37243. set: function (value) {
  37244. if (this._fogEnabled === value) {
  37245. return;
  37246. }
  37247. this._fogEnabled = value;
  37248. this.markAsDirty(Material.MiscDirtyFlag);
  37249. },
  37250. enumerable: true,
  37251. configurable: true
  37252. });
  37253. Object.defineProperty(Material.prototype, "wireframe", {
  37254. /**
  37255. * Gets a value specifying if wireframe mode is enabled
  37256. */
  37257. get: function () {
  37258. switch (this._fillMode) {
  37259. case Material.WireFrameFillMode:
  37260. case Material.LineListDrawMode:
  37261. case Material.LineLoopDrawMode:
  37262. case Material.LineStripDrawMode:
  37263. return true;
  37264. }
  37265. return this._scene.forceWireframe;
  37266. },
  37267. /**
  37268. * Sets the state of wireframe mode
  37269. */
  37270. set: function (value) {
  37271. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37272. },
  37273. enumerable: true,
  37274. configurable: true
  37275. });
  37276. Object.defineProperty(Material.prototype, "pointsCloud", {
  37277. /**
  37278. * Gets the value specifying if point clouds are enabled
  37279. */
  37280. get: function () {
  37281. switch (this._fillMode) {
  37282. case Material.PointFillMode:
  37283. case Material.PointListDrawMode:
  37284. return true;
  37285. }
  37286. return this._scene.forcePointsCloud;
  37287. },
  37288. /**
  37289. * Sets the state of point cloud mode
  37290. */
  37291. set: function (value) {
  37292. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37293. },
  37294. enumerable: true,
  37295. configurable: true
  37296. });
  37297. Object.defineProperty(Material.prototype, "fillMode", {
  37298. /**
  37299. * Gets the material fill mode
  37300. */
  37301. get: function () {
  37302. return this._fillMode;
  37303. },
  37304. /**
  37305. * Sets the material fill mode
  37306. */
  37307. set: function (value) {
  37308. if (this._fillMode === value) {
  37309. return;
  37310. }
  37311. this._fillMode = value;
  37312. this.markAsDirty(Material.MiscDirtyFlag);
  37313. },
  37314. enumerable: true,
  37315. configurable: true
  37316. });
  37317. /**
  37318. * Returns a string representation of the current material
  37319. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37320. * @returns a string with material information
  37321. */
  37322. Material.prototype.toString = function (fullDetails) {
  37323. var ret = "Name: " + this.name;
  37324. if (fullDetails) {
  37325. }
  37326. return ret;
  37327. };
  37328. /**
  37329. * Gets the class name of the material
  37330. * @returns a string with the class name of the material
  37331. */
  37332. Material.prototype.getClassName = function () {
  37333. return "Material";
  37334. };
  37335. Object.defineProperty(Material.prototype, "isFrozen", {
  37336. /**
  37337. * Specifies if updates for the material been locked
  37338. */
  37339. get: function () {
  37340. return this.checkReadyOnlyOnce;
  37341. },
  37342. enumerable: true,
  37343. configurable: true
  37344. });
  37345. /**
  37346. * Locks updates for the material
  37347. */
  37348. Material.prototype.freeze = function () {
  37349. this.checkReadyOnlyOnce = true;
  37350. };
  37351. /**
  37352. * Unlocks updates for the material
  37353. */
  37354. Material.prototype.unfreeze = function () {
  37355. this.checkReadyOnlyOnce = false;
  37356. };
  37357. /**
  37358. * Specifies if the material is ready to be used
  37359. * @param mesh defines the mesh to check
  37360. * @param useInstances specifies if instances should be used
  37361. * @returns a boolean indicating if the material is ready to be used
  37362. */
  37363. Material.prototype.isReady = function (mesh, useInstances) {
  37364. return true;
  37365. };
  37366. /**
  37367. * Specifies that the submesh is ready to be used
  37368. * @param mesh defines the mesh to check
  37369. * @param subMesh defines which submesh to check
  37370. * @param useInstances specifies that instances should be used
  37371. * @returns a boolean indicating that the submesh is ready or not
  37372. */
  37373. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37374. return false;
  37375. };
  37376. /**
  37377. * Returns the material effect
  37378. * @returns the effect associated with the material
  37379. */
  37380. Material.prototype.getEffect = function () {
  37381. return this._effect;
  37382. };
  37383. /**
  37384. * Returns the current scene
  37385. * @returns a Scene
  37386. */
  37387. Material.prototype.getScene = function () {
  37388. return this._scene;
  37389. };
  37390. /**
  37391. * Specifies if the material will require alpha blending
  37392. * @returns a boolean specifying if alpha blending is needed
  37393. */
  37394. Material.prototype.needAlphaBlending = function () {
  37395. return (this.alpha < 1.0);
  37396. };
  37397. /**
  37398. * Specifies if the mesh will require alpha blending
  37399. * @param mesh defines the mesh to check
  37400. * @returns a boolean specifying if alpha blending is needed for the mesh
  37401. */
  37402. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37403. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37404. };
  37405. /**
  37406. * Specifies if this material should be rendered in alpha test mode
  37407. * @returns a boolean specifying if an alpha test is needed.
  37408. */
  37409. Material.prototype.needAlphaTesting = function () {
  37410. return false;
  37411. };
  37412. /**
  37413. * Gets the texture used for the alpha test
  37414. * @returns the texture to use for alpha testing
  37415. */
  37416. Material.prototype.getAlphaTestTexture = function () {
  37417. return null;
  37418. };
  37419. /**
  37420. * Marks the material to indicate that it needs to be re-calculated
  37421. */
  37422. Material.prototype.markDirty = function () {
  37423. this._wasPreviouslyReady = false;
  37424. };
  37425. /** @hidden */
  37426. Material.prototype._preBind = function (effect, overrideOrientation) {
  37427. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37428. var engine = this._scene.getEngine();
  37429. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37430. var reverse = orientation === Material.ClockWiseSideOrientation;
  37431. engine.enableEffect(effect ? effect : this._effect);
  37432. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37433. return reverse;
  37434. };
  37435. /**
  37436. * Binds the material to the mesh
  37437. * @param world defines the world transformation matrix
  37438. * @param mesh defines the mesh to bind the material to
  37439. */
  37440. Material.prototype.bind = function (world, mesh) {
  37441. };
  37442. /**
  37443. * Binds the submesh to the material
  37444. * @param world defines the world transformation matrix
  37445. * @param mesh defines the mesh containing the submesh
  37446. * @param subMesh defines the submesh to bind the material to
  37447. */
  37448. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37449. };
  37450. /**
  37451. * Binds the world matrix to the material
  37452. * @param world defines the world transformation matrix
  37453. */
  37454. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37455. };
  37456. /**
  37457. * Binds the scene's uniform buffer to the effect.
  37458. * @param effect defines the effect to bind to the scene uniform buffer
  37459. * @param sceneUbo defines the uniform buffer storing scene data
  37460. */
  37461. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37462. sceneUbo.bindToEffect(effect, "Scene");
  37463. };
  37464. /**
  37465. * Binds the view matrix to the effect
  37466. * @param effect defines the effect to bind the view matrix to
  37467. */
  37468. Material.prototype.bindView = function (effect) {
  37469. if (!this._useUBO) {
  37470. effect.setMatrix("view", this.getScene().getViewMatrix());
  37471. }
  37472. else {
  37473. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37474. }
  37475. };
  37476. /**
  37477. * Binds the view projection matrix to the effect
  37478. * @param effect defines the effect to bind the view projection matrix to
  37479. */
  37480. Material.prototype.bindViewProjection = function (effect) {
  37481. if (!this._useUBO) {
  37482. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37483. }
  37484. else {
  37485. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37486. }
  37487. };
  37488. /**
  37489. * Specifies if material alpha testing should be turned on for the mesh
  37490. * @param mesh defines the mesh to check
  37491. */
  37492. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37493. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37494. };
  37495. /**
  37496. * Processes to execute after binding the material to a mesh
  37497. * @param mesh defines the rendered mesh
  37498. */
  37499. Material.prototype._afterBind = function (mesh) {
  37500. this._scene._cachedMaterial = this;
  37501. if (mesh) {
  37502. this._scene._cachedVisibility = mesh.visibility;
  37503. }
  37504. else {
  37505. this._scene._cachedVisibility = 1;
  37506. }
  37507. if (this._onBindObservable && mesh) {
  37508. this._onBindObservable.notifyObservers(mesh);
  37509. }
  37510. if (this.disableDepthWrite) {
  37511. var engine = this._scene.getEngine();
  37512. this._cachedDepthWriteState = engine.getDepthWrite();
  37513. engine.setDepthWrite(false);
  37514. }
  37515. };
  37516. /**
  37517. * Unbinds the material from the mesh
  37518. */
  37519. Material.prototype.unbind = function () {
  37520. if (this._onUnBindObservable) {
  37521. this._onUnBindObservable.notifyObservers(this);
  37522. }
  37523. if (this.disableDepthWrite) {
  37524. var engine = this._scene.getEngine();
  37525. engine.setDepthWrite(this._cachedDepthWriteState);
  37526. }
  37527. };
  37528. /**
  37529. * Gets the active textures from the material
  37530. * @returns an array of textures
  37531. */
  37532. Material.prototype.getActiveTextures = function () {
  37533. return [];
  37534. };
  37535. /**
  37536. * Specifies if the material uses a texture
  37537. * @param texture defines the texture to check against the material
  37538. * @returns a boolean specifying if the material uses the texture
  37539. */
  37540. Material.prototype.hasTexture = function (texture) {
  37541. return false;
  37542. };
  37543. /**
  37544. * Makes a duplicate of the material, and gives it a new name
  37545. * @param name defines the new name for the duplicated material
  37546. * @returns the cloned material
  37547. */
  37548. Material.prototype.clone = function (name) {
  37549. return null;
  37550. };
  37551. /**
  37552. * Gets the meshes bound to the material
  37553. * @returns an array of meshes bound to the material
  37554. */
  37555. Material.prototype.getBindedMeshes = function () {
  37556. var _this = this;
  37557. if (this.meshMap) {
  37558. var result = new Array();
  37559. for (var meshId in this.meshMap) {
  37560. var mesh = this.meshMap[meshId];
  37561. if (mesh) {
  37562. result.push(mesh);
  37563. }
  37564. }
  37565. return result;
  37566. }
  37567. else {
  37568. var meshes = this._scene.meshes;
  37569. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37570. }
  37571. };
  37572. /**
  37573. * Force shader compilation
  37574. * @param mesh defines the mesh associated with this material
  37575. * @param onCompiled defines a function to execute once the material is compiled
  37576. * @param options defines the options to configure the compilation
  37577. */
  37578. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37579. var _this = this;
  37580. var localOptions = __assign({ clipPlane: false }, options);
  37581. var subMesh = new BABYLON.BaseSubMesh();
  37582. var scene = this.getScene();
  37583. var checkReady = function () {
  37584. if (!_this._scene || !_this._scene.getEngine()) {
  37585. return;
  37586. }
  37587. if (subMesh._materialDefines) {
  37588. subMesh._materialDefines._renderId = -1;
  37589. }
  37590. var clipPlaneState = scene.clipPlane;
  37591. if (localOptions.clipPlane) {
  37592. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37593. }
  37594. if (_this._storeEffectOnSubMeshes) {
  37595. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37596. if (onCompiled) {
  37597. onCompiled(_this);
  37598. }
  37599. }
  37600. else {
  37601. setTimeout(checkReady, 16);
  37602. }
  37603. }
  37604. else {
  37605. if (_this.isReady(mesh)) {
  37606. if (onCompiled) {
  37607. onCompiled(_this);
  37608. }
  37609. }
  37610. else {
  37611. setTimeout(checkReady, 16);
  37612. }
  37613. }
  37614. if (localOptions.clipPlane) {
  37615. scene.clipPlane = clipPlaneState;
  37616. }
  37617. };
  37618. checkReady();
  37619. };
  37620. /**
  37621. * Force shader compilation
  37622. * @param mesh defines the mesh that will use this material
  37623. * @param options defines additional options for compiling the shaders
  37624. * @returns a promise that resolves when the compilation completes
  37625. */
  37626. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37627. var _this = this;
  37628. return new Promise(function (resolve) {
  37629. _this.forceCompilation(mesh, function () {
  37630. resolve();
  37631. }, options);
  37632. });
  37633. };
  37634. /**
  37635. * Marks a define in the material to indicate that it needs to be re-computed
  37636. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37637. */
  37638. Material.prototype.markAsDirty = function (flag) {
  37639. if (this.getScene().blockMaterialDirtyMechanism) {
  37640. return;
  37641. }
  37642. Material._DirtyCallbackArray.length = 0;
  37643. if (flag & Material.TextureDirtyFlag) {
  37644. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37645. }
  37646. if (flag & Material.LightDirtyFlag) {
  37647. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37648. }
  37649. if (flag & Material.FresnelDirtyFlag) {
  37650. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37651. }
  37652. if (flag & Material.AttributesDirtyFlag) {
  37653. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37654. }
  37655. if (flag & Material.MiscDirtyFlag) {
  37656. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37657. }
  37658. if (Material._DirtyCallbackArray.length) {
  37659. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37660. }
  37661. this.getScene().resetCachedMaterial();
  37662. };
  37663. /**
  37664. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37665. * @param func defines a function which checks material defines against the submeshes
  37666. */
  37667. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37668. if (this.getScene().blockMaterialDirtyMechanism) {
  37669. return;
  37670. }
  37671. var meshes = this.getScene().meshes;
  37672. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37673. var mesh = meshes_1[_i];
  37674. if (!mesh.subMeshes) {
  37675. continue;
  37676. }
  37677. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37678. var subMesh = _b[_a];
  37679. if (subMesh.getMaterial() !== this) {
  37680. continue;
  37681. }
  37682. if (!subMesh._materialDefines) {
  37683. continue;
  37684. }
  37685. func(subMesh._materialDefines);
  37686. }
  37687. }
  37688. };
  37689. /**
  37690. * Indicates that image processing needs to be re-calculated for all submeshes
  37691. */
  37692. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37693. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37694. };
  37695. /**
  37696. * Indicates that textures need to be re-calculated for all submeshes
  37697. */
  37698. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37699. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37700. };
  37701. /**
  37702. * Indicates that fresnel needs to be re-calculated for all submeshes
  37703. */
  37704. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37705. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37706. };
  37707. /**
  37708. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37709. */
  37710. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37711. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37712. };
  37713. /**
  37714. * Indicates that lights need to be re-calculated for all submeshes
  37715. */
  37716. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37717. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37718. };
  37719. /**
  37720. * Indicates that attributes need to be re-calculated for all submeshes
  37721. */
  37722. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37723. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37724. };
  37725. /**
  37726. * Indicates that misc needs to be re-calculated for all submeshes
  37727. */
  37728. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37729. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37730. };
  37731. /**
  37732. * Indicates that textures and misc need to be re-calculated for all submeshes
  37733. */
  37734. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37735. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37736. };
  37737. /**
  37738. * Disposes the material
  37739. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37740. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37741. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37742. */
  37743. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37744. var scene = this.getScene();
  37745. // Animations
  37746. scene.stopAnimation(this);
  37747. scene.freeProcessedMaterials();
  37748. // Remove from scene
  37749. scene.removeMaterial(this);
  37750. if (notBoundToMesh !== true) {
  37751. // Remove from meshes
  37752. if (this.meshMap) {
  37753. for (var meshId in this.meshMap) {
  37754. var mesh = this.meshMap[meshId];
  37755. if (mesh) {
  37756. mesh.material = null; // will set the entry in the map to undefined
  37757. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37758. }
  37759. }
  37760. }
  37761. else {
  37762. var meshes = scene.meshes;
  37763. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37764. var mesh = meshes_2[_i];
  37765. if (mesh.material === this) {
  37766. mesh.material = null;
  37767. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37768. }
  37769. }
  37770. }
  37771. }
  37772. this._uniformBuffer.dispose();
  37773. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37774. if (forceDisposeEffect && this._effect) {
  37775. if (!this._storeEffectOnSubMeshes) {
  37776. scene.getEngine()._releaseEffect(this._effect);
  37777. }
  37778. this._effect = null;
  37779. }
  37780. // Callback
  37781. this.onDisposeObservable.notifyObservers(this);
  37782. this.onDisposeObservable.clear();
  37783. if (this._onBindObservable) {
  37784. this._onBindObservable.clear();
  37785. }
  37786. if (this._onUnBindObservable) {
  37787. this._onUnBindObservable.clear();
  37788. }
  37789. };
  37790. /** @hidden */
  37791. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37792. if (mesh.geometry) {
  37793. var geometry = (mesh.geometry);
  37794. var scene = this.getScene();
  37795. if (this._storeEffectOnSubMeshes) {
  37796. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37797. var subMesh = _a[_i];
  37798. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37799. if (forceDisposeEffect && subMesh._materialEffect) {
  37800. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37801. }
  37802. }
  37803. }
  37804. else {
  37805. geometry._releaseVertexArrayObject(this._effect);
  37806. }
  37807. }
  37808. };
  37809. /**
  37810. * Serializes this material
  37811. * @returns the serialized material object
  37812. */
  37813. Material.prototype.serialize = function () {
  37814. return BABYLON.SerializationHelper.Serialize(this);
  37815. };
  37816. /**
  37817. * Creates a MultiMaterial from parsed MultiMaterial data.
  37818. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37819. * @param scene defines the hosting scene
  37820. * @returns a new MultiMaterial
  37821. */
  37822. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37823. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37824. multiMaterial.id = parsedMultiMaterial.id;
  37825. if (BABYLON.Tags) {
  37826. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37827. }
  37828. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37829. var subMatId = parsedMultiMaterial.materials[matIndex];
  37830. if (subMatId) {
  37831. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37832. }
  37833. else {
  37834. multiMaterial.subMaterials.push(null);
  37835. }
  37836. }
  37837. return multiMaterial;
  37838. };
  37839. /**
  37840. * Creates a material from parsed material data
  37841. * @param parsedMaterial defines parsed material data
  37842. * @param scene defines the hosting scene
  37843. * @param rootUrl defines the root URL to use to load textures
  37844. * @returns a new material
  37845. */
  37846. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37847. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37848. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37849. }
  37850. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37851. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37852. if (!BABYLON.LegacyPBRMaterial) {
  37853. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37854. return;
  37855. }
  37856. }
  37857. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37858. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37859. };
  37860. // Triangle views
  37861. Material._TriangleFillMode = 0;
  37862. Material._WireFrameFillMode = 1;
  37863. Material._PointFillMode = 2;
  37864. // Draw modes
  37865. Material._PointListDrawMode = 3;
  37866. Material._LineListDrawMode = 4;
  37867. Material._LineLoopDrawMode = 5;
  37868. Material._LineStripDrawMode = 6;
  37869. Material._TriangleStripDrawMode = 7;
  37870. Material._TriangleFanDrawMode = 8;
  37871. /**
  37872. * Stores the clock-wise side orientation
  37873. */
  37874. Material._ClockWiseSideOrientation = 0;
  37875. /**
  37876. * Stores the counter clock-wise side orientation
  37877. */
  37878. Material._CounterClockWiseSideOrientation = 1;
  37879. /**
  37880. * The dirty texture flag value
  37881. */
  37882. Material.TextureDirtyFlag = 1;
  37883. /**
  37884. * The dirty light flag value
  37885. */
  37886. Material.LightDirtyFlag = 2;
  37887. /**
  37888. * The dirty fresnel flag value
  37889. */
  37890. Material.FresnelDirtyFlag = 4;
  37891. /**
  37892. * The dirty attribute flag value
  37893. */
  37894. Material.AttributesDirtyFlag = 8;
  37895. /**
  37896. * The dirty misc flag value
  37897. */
  37898. Material.MiscDirtyFlag = 16;
  37899. /**
  37900. * The all dirty flag value
  37901. */
  37902. Material.AllDirtyFlag = 31;
  37903. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37904. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37905. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37906. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37907. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37908. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37909. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37910. Material._FresnelDirtyCallBack(defines);
  37911. Material._MiscDirtyCallBack(defines);
  37912. };
  37913. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37914. Material._TextureDirtyCallBack(defines);
  37915. Material._MiscDirtyCallBack(defines);
  37916. };
  37917. Material._DirtyCallbackArray = [];
  37918. Material._RunDirtyCallBacks = function (defines) {
  37919. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37920. var cb = _a[_i];
  37921. cb(defines);
  37922. }
  37923. };
  37924. __decorate([
  37925. BABYLON.serialize()
  37926. ], Material.prototype, "id", void 0);
  37927. __decorate([
  37928. BABYLON.serialize()
  37929. ], Material.prototype, "uniqueId", void 0);
  37930. __decorate([
  37931. BABYLON.serialize()
  37932. ], Material.prototype, "name", void 0);
  37933. __decorate([
  37934. BABYLON.serialize()
  37935. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37936. __decorate([
  37937. BABYLON.serialize()
  37938. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37939. __decorate([
  37940. BABYLON.serialize()
  37941. ], Material.prototype, "state", void 0);
  37942. __decorate([
  37943. BABYLON.serialize("alpha")
  37944. ], Material.prototype, "_alpha", void 0);
  37945. __decorate([
  37946. BABYLON.serialize("backFaceCulling")
  37947. ], Material.prototype, "_backFaceCulling", void 0);
  37948. __decorate([
  37949. BABYLON.serialize()
  37950. ], Material.prototype, "sideOrientation", void 0);
  37951. __decorate([
  37952. BABYLON.serialize("alphaMode")
  37953. ], Material.prototype, "_alphaMode", void 0);
  37954. __decorate([
  37955. BABYLON.serialize()
  37956. ], Material.prototype, "_needDepthPrePass", void 0);
  37957. __decorate([
  37958. BABYLON.serialize()
  37959. ], Material.prototype, "disableDepthWrite", void 0);
  37960. __decorate([
  37961. BABYLON.serialize()
  37962. ], Material.prototype, "forceDepthWrite", void 0);
  37963. __decorate([
  37964. BABYLON.serialize()
  37965. ], Material.prototype, "separateCullingPass", void 0);
  37966. __decorate([
  37967. BABYLON.serialize("fogEnabled")
  37968. ], Material.prototype, "_fogEnabled", void 0);
  37969. __decorate([
  37970. BABYLON.serialize()
  37971. ], Material.prototype, "pointSize", void 0);
  37972. __decorate([
  37973. BABYLON.serialize()
  37974. ], Material.prototype, "zOffset", void 0);
  37975. __decorate([
  37976. BABYLON.serialize()
  37977. ], Material.prototype, "wireframe", null);
  37978. __decorate([
  37979. BABYLON.serialize()
  37980. ], Material.prototype, "pointsCloud", null);
  37981. __decorate([
  37982. BABYLON.serialize()
  37983. ], Material.prototype, "fillMode", null);
  37984. return Material;
  37985. }());
  37986. BABYLON.Material = Material;
  37987. })(BABYLON || (BABYLON = {}));
  37988. //# sourceMappingURL=babylon.material.js.map
  37989. var BABYLON;
  37990. (function (BABYLON) {
  37991. /**
  37992. * Uniform buffer objects.
  37993. *
  37994. * Handles blocks of uniform on the GPU.
  37995. *
  37996. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37997. *
  37998. * For more information, please refer to :
  37999. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38000. */
  38001. var UniformBuffer = /** @class */ (function () {
  38002. /**
  38003. * Instantiates a new Uniform buffer objects.
  38004. *
  38005. * Handles blocks of uniform on the GPU.
  38006. *
  38007. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38008. *
  38009. * For more information, please refer to :
  38010. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38011. * @param engine Define the engine the buffer is associated with
  38012. * @param data Define the data contained in the buffer
  38013. * @param dynamic Define if the buffer is updatable
  38014. */
  38015. function UniformBuffer(engine, data, dynamic) {
  38016. this._engine = engine;
  38017. this._noUBO = !engine.supportsUniformBuffers;
  38018. this._dynamic = dynamic;
  38019. this._data = data || [];
  38020. this._uniformLocations = {};
  38021. this._uniformSizes = {};
  38022. this._uniformLocationPointer = 0;
  38023. this._needSync = false;
  38024. if (this._noUBO) {
  38025. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38026. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38027. this.updateFloat = this._updateFloatForEffect;
  38028. this.updateFloat2 = this._updateFloat2ForEffect;
  38029. this.updateFloat3 = this._updateFloat3ForEffect;
  38030. this.updateFloat4 = this._updateFloat4ForEffect;
  38031. this.updateMatrix = this._updateMatrixForEffect;
  38032. this.updateVector3 = this._updateVector3ForEffect;
  38033. this.updateVector4 = this._updateVector4ForEffect;
  38034. this.updateColor3 = this._updateColor3ForEffect;
  38035. this.updateColor4 = this._updateColor4ForEffect;
  38036. }
  38037. else {
  38038. this._engine._uniformBuffers.push(this);
  38039. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38040. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38041. this.updateFloat = this._updateFloatForUniform;
  38042. this.updateFloat2 = this._updateFloat2ForUniform;
  38043. this.updateFloat3 = this._updateFloat3ForUniform;
  38044. this.updateFloat4 = this._updateFloat4ForUniform;
  38045. this.updateMatrix = this._updateMatrixForUniform;
  38046. this.updateVector3 = this._updateVector3ForUniform;
  38047. this.updateVector4 = this._updateVector4ForUniform;
  38048. this.updateColor3 = this._updateColor3ForUniform;
  38049. this.updateColor4 = this._updateColor4ForUniform;
  38050. }
  38051. }
  38052. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38053. /**
  38054. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38055. * or just falling back on setUniformXXX calls.
  38056. */
  38057. get: function () {
  38058. return !this._noUBO;
  38059. },
  38060. enumerable: true,
  38061. configurable: true
  38062. });
  38063. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38064. /**
  38065. * Indicates if the WebGL underlying uniform buffer is in sync
  38066. * with the javascript cache data.
  38067. */
  38068. get: function () {
  38069. return !this._needSync;
  38070. },
  38071. enumerable: true,
  38072. configurable: true
  38073. });
  38074. /**
  38075. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38076. * Also, a dynamic UniformBuffer will disable cache verification and always
  38077. * update the underlying WebGL uniform buffer to the GPU.
  38078. * @returns if Dynamic, otherwise false
  38079. */
  38080. UniformBuffer.prototype.isDynamic = function () {
  38081. return this._dynamic !== undefined;
  38082. };
  38083. /**
  38084. * The data cache on JS side.
  38085. * @returns the underlying data as a float array
  38086. */
  38087. UniformBuffer.prototype.getData = function () {
  38088. return this._bufferData;
  38089. };
  38090. /**
  38091. * The underlying WebGL Uniform buffer.
  38092. * @returns the webgl buffer
  38093. */
  38094. UniformBuffer.prototype.getBuffer = function () {
  38095. return this._buffer;
  38096. };
  38097. /**
  38098. * std140 layout specifies how to align data within an UBO structure.
  38099. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38100. * for specs.
  38101. */
  38102. UniformBuffer.prototype._fillAlignment = function (size) {
  38103. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38104. // and 4x4 matrices
  38105. // TODO : change if other types are used
  38106. var alignment;
  38107. if (size <= 2) {
  38108. alignment = size;
  38109. }
  38110. else {
  38111. alignment = 4;
  38112. }
  38113. if ((this._uniformLocationPointer % alignment) !== 0) {
  38114. var oldPointer = this._uniformLocationPointer;
  38115. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38116. var diff = this._uniformLocationPointer - oldPointer;
  38117. for (var i = 0; i < diff; i++) {
  38118. this._data.push(0);
  38119. }
  38120. }
  38121. };
  38122. /**
  38123. * Adds an uniform in the buffer.
  38124. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38125. * for the layout to be correct !
  38126. * @param name Name of the uniform, as used in the uniform block in the shader.
  38127. * @param size Data size, or data directly.
  38128. */
  38129. UniformBuffer.prototype.addUniform = function (name, size) {
  38130. if (this._noUBO) {
  38131. return;
  38132. }
  38133. if (this._uniformLocations[name] !== undefined) {
  38134. // Already existing uniform
  38135. return;
  38136. }
  38137. // This function must be called in the order of the shader layout !
  38138. // size can be the size of the uniform, or data directly
  38139. var data;
  38140. if (size instanceof Array) {
  38141. data = size;
  38142. size = data.length;
  38143. }
  38144. else {
  38145. size = size;
  38146. data = [];
  38147. // Fill with zeros
  38148. for (var i = 0; i < size; i++) {
  38149. data.push(0);
  38150. }
  38151. }
  38152. this._fillAlignment(size);
  38153. this._uniformSizes[name] = size;
  38154. this._uniformLocations[name] = this._uniformLocationPointer;
  38155. this._uniformLocationPointer += size;
  38156. for (var i = 0; i < size; i++) {
  38157. this._data.push(data[i]);
  38158. }
  38159. this._needSync = true;
  38160. };
  38161. /**
  38162. * Adds a Matrix 4x4 to the uniform buffer.
  38163. * @param name Name of the uniform, as used in the uniform block in the shader.
  38164. * @param mat A 4x4 matrix.
  38165. */
  38166. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38167. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38168. };
  38169. /**
  38170. * Adds a vec2 to the uniform buffer.
  38171. * @param name Name of the uniform, as used in the uniform block in the shader.
  38172. * @param x Define the x component value of the vec2
  38173. * @param y Define the y component value of the vec2
  38174. */
  38175. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38176. var temp = [x, y];
  38177. this.addUniform(name, temp);
  38178. };
  38179. /**
  38180. * Adds a vec3 to the uniform buffer.
  38181. * @param name Name of the uniform, as used in the uniform block in the shader.
  38182. * @param x Define the x component value of the vec3
  38183. * @param y Define the y component value of the vec3
  38184. * @param z Define the z component value of the vec3
  38185. */
  38186. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38187. var temp = [x, y, z];
  38188. this.addUniform(name, temp);
  38189. };
  38190. /**
  38191. * Adds a vec3 to the uniform buffer.
  38192. * @param name Name of the uniform, as used in the uniform block in the shader.
  38193. * @param color Define the vec3 from a Color
  38194. */
  38195. UniformBuffer.prototype.addColor3 = function (name, color) {
  38196. var temp = new Array();
  38197. color.toArray(temp);
  38198. this.addUniform(name, temp);
  38199. };
  38200. /**
  38201. * Adds a vec4 to the uniform buffer.
  38202. * @param name Name of the uniform, as used in the uniform block in the shader.
  38203. * @param color Define the rgb components from a Color
  38204. * @param alpha Define the a component of the vec4
  38205. */
  38206. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38207. var temp = new Array();
  38208. color.toArray(temp);
  38209. temp.push(alpha);
  38210. this.addUniform(name, temp);
  38211. };
  38212. /**
  38213. * Adds a vec3 to the uniform buffer.
  38214. * @param name Name of the uniform, as used in the uniform block in the shader.
  38215. * @param vector Define the vec3 components from a Vector
  38216. */
  38217. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38218. var temp = new Array();
  38219. vector.toArray(temp);
  38220. this.addUniform(name, temp);
  38221. };
  38222. /**
  38223. * Adds a Matrix 3x3 to the uniform buffer.
  38224. * @param name Name of the uniform, as used in the uniform block in the shader.
  38225. */
  38226. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38227. this.addUniform(name, 12);
  38228. };
  38229. /**
  38230. * Adds a Matrix 2x2 to the uniform buffer.
  38231. * @param name Name of the uniform, as used in the uniform block in the shader.
  38232. */
  38233. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38234. this.addUniform(name, 8);
  38235. };
  38236. /**
  38237. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38238. */
  38239. UniformBuffer.prototype.create = function () {
  38240. if (this._noUBO) {
  38241. return;
  38242. }
  38243. if (this._buffer) {
  38244. return; // nothing to do
  38245. }
  38246. // See spec, alignment must be filled as a vec4
  38247. this._fillAlignment(4);
  38248. this._bufferData = new Float32Array(this._data);
  38249. this._rebuild();
  38250. this._needSync = true;
  38251. };
  38252. /** @hidden */
  38253. UniformBuffer.prototype._rebuild = function () {
  38254. if (this._noUBO) {
  38255. return;
  38256. }
  38257. if (this._dynamic) {
  38258. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38259. }
  38260. else {
  38261. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38262. }
  38263. };
  38264. /**
  38265. * Updates the WebGL Uniform Buffer on the GPU.
  38266. * If the `dynamic` flag is set to true, no cache comparison is done.
  38267. * Otherwise, the buffer will be updated only if the cache differs.
  38268. */
  38269. UniformBuffer.prototype.update = function () {
  38270. if (!this._buffer) {
  38271. this.create();
  38272. return;
  38273. }
  38274. if (!this._dynamic && !this._needSync) {
  38275. return;
  38276. }
  38277. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38278. this._needSync = false;
  38279. };
  38280. /**
  38281. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38282. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38283. * @param data Define the flattened data
  38284. * @param size Define the size of the data.
  38285. */
  38286. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38287. var location = this._uniformLocations[uniformName];
  38288. if (location === undefined) {
  38289. if (this._buffer) {
  38290. // Cannot add an uniform if the buffer is already created
  38291. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38292. return;
  38293. }
  38294. this.addUniform(uniformName, size);
  38295. location = this._uniformLocations[uniformName];
  38296. }
  38297. if (!this._buffer) {
  38298. this.create();
  38299. }
  38300. if (!this._dynamic) {
  38301. // Cache for static uniform buffers
  38302. var changed = false;
  38303. for (var i = 0; i < size; i++) {
  38304. if (this._bufferData[location + i] !== data[i]) {
  38305. changed = true;
  38306. this._bufferData[location + i] = data[i];
  38307. }
  38308. }
  38309. this._needSync = this._needSync || changed;
  38310. }
  38311. else {
  38312. // No cache for dynamic
  38313. for (var i = 0; i < size; i++) {
  38314. this._bufferData[location + i] = data[i];
  38315. }
  38316. }
  38317. };
  38318. // Update methods
  38319. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38320. // To match std140, matrix must be realigned
  38321. for (var i = 0; i < 3; i++) {
  38322. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38323. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38324. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38325. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38326. }
  38327. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38328. };
  38329. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38330. this._currentEffect.setMatrix3x3(name, matrix);
  38331. };
  38332. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38333. this._currentEffect.setMatrix2x2(name, matrix);
  38334. };
  38335. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38336. // To match std140, matrix must be realigned
  38337. for (var i = 0; i < 2; i++) {
  38338. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38339. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38340. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38341. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38342. }
  38343. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38344. };
  38345. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38346. this._currentEffect.setFloat(name, x);
  38347. };
  38348. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38349. UniformBuffer._tempBuffer[0] = x;
  38350. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38351. };
  38352. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38353. if (suffix === void 0) { suffix = ""; }
  38354. this._currentEffect.setFloat2(name + suffix, x, y);
  38355. };
  38356. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38357. if (suffix === void 0) { suffix = ""; }
  38358. UniformBuffer._tempBuffer[0] = x;
  38359. UniformBuffer._tempBuffer[1] = y;
  38360. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38361. };
  38362. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38363. if (suffix === void 0) { suffix = ""; }
  38364. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38365. };
  38366. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38367. if (suffix === void 0) { suffix = ""; }
  38368. UniformBuffer._tempBuffer[0] = x;
  38369. UniformBuffer._tempBuffer[1] = y;
  38370. UniformBuffer._tempBuffer[2] = z;
  38371. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38372. };
  38373. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38374. if (suffix === void 0) { suffix = ""; }
  38375. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38376. };
  38377. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38378. if (suffix === void 0) { suffix = ""; }
  38379. UniformBuffer._tempBuffer[0] = x;
  38380. UniformBuffer._tempBuffer[1] = y;
  38381. UniformBuffer._tempBuffer[2] = z;
  38382. UniformBuffer._tempBuffer[3] = w;
  38383. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38384. };
  38385. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38386. this._currentEffect.setMatrix(name, mat);
  38387. };
  38388. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38389. this.updateUniform(name, mat.toArray(), 16);
  38390. };
  38391. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38392. this._currentEffect.setVector3(name, vector);
  38393. };
  38394. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38395. vector.toArray(UniformBuffer._tempBuffer);
  38396. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38397. };
  38398. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38399. this._currentEffect.setVector4(name, vector);
  38400. };
  38401. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38402. vector.toArray(UniformBuffer._tempBuffer);
  38403. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38404. };
  38405. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38406. if (suffix === void 0) { suffix = ""; }
  38407. this._currentEffect.setColor3(name + suffix, color);
  38408. };
  38409. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38410. if (suffix === void 0) { suffix = ""; }
  38411. color.toArray(UniformBuffer._tempBuffer);
  38412. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38413. };
  38414. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38415. if (suffix === void 0) { suffix = ""; }
  38416. this._currentEffect.setColor4(name + suffix, color, alpha);
  38417. };
  38418. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38419. if (suffix === void 0) { suffix = ""; }
  38420. color.toArray(UniformBuffer._tempBuffer);
  38421. UniformBuffer._tempBuffer[3] = alpha;
  38422. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38423. };
  38424. /**
  38425. * Sets a sampler uniform on the effect.
  38426. * @param name Define the name of the sampler.
  38427. * @param texture Define the texture to set in the sampler
  38428. */
  38429. UniformBuffer.prototype.setTexture = function (name, texture) {
  38430. this._currentEffect.setTexture(name, texture);
  38431. };
  38432. /**
  38433. * Directly updates the value of the uniform in the cache AND on the GPU.
  38434. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38435. * @param data Define the flattened data
  38436. */
  38437. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38438. this.updateUniform(uniformName, data, data.length);
  38439. this.update();
  38440. };
  38441. /**
  38442. * Binds this uniform buffer to an effect.
  38443. * @param effect Define the effect to bind the buffer to
  38444. * @param name Name of the uniform block in the shader.
  38445. */
  38446. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38447. this._currentEffect = effect;
  38448. if (this._noUBO || !this._buffer) {
  38449. return;
  38450. }
  38451. effect.bindUniformBuffer(this._buffer, name);
  38452. };
  38453. /**
  38454. * Disposes the uniform buffer.
  38455. */
  38456. UniformBuffer.prototype.dispose = function () {
  38457. if (this._noUBO) {
  38458. return;
  38459. }
  38460. var uniformBuffers = this._engine._uniformBuffers;
  38461. var index = uniformBuffers.indexOf(this);
  38462. if (index !== -1) {
  38463. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38464. uniformBuffers.pop();
  38465. }
  38466. if (!this._buffer) {
  38467. return;
  38468. }
  38469. if (this._engine._releaseBuffer(this._buffer)) {
  38470. this._buffer = null;
  38471. }
  38472. };
  38473. // Pool for avoiding memory leaks
  38474. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38475. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38476. return UniformBuffer;
  38477. }());
  38478. BABYLON.UniformBuffer = UniformBuffer;
  38479. })(BABYLON || (BABYLON = {}));
  38480. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38481. var BABYLON;
  38482. (function (BABYLON) {
  38483. /**
  38484. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38485. */
  38486. var VertexData = /** @class */ (function () {
  38487. function VertexData() {
  38488. }
  38489. /**
  38490. * Uses the passed data array to set the set the values for the specified kind of data
  38491. * @param data a linear array of floating numbers
  38492. * @param kind the type of data that is being set, eg positions, colors etc
  38493. */
  38494. VertexData.prototype.set = function (data, kind) {
  38495. switch (kind) {
  38496. case BABYLON.VertexBuffer.PositionKind:
  38497. this.positions = data;
  38498. break;
  38499. case BABYLON.VertexBuffer.NormalKind:
  38500. this.normals = data;
  38501. break;
  38502. case BABYLON.VertexBuffer.TangentKind:
  38503. this.tangents = data;
  38504. break;
  38505. case BABYLON.VertexBuffer.UVKind:
  38506. this.uvs = data;
  38507. break;
  38508. case BABYLON.VertexBuffer.UV2Kind:
  38509. this.uvs2 = data;
  38510. break;
  38511. case BABYLON.VertexBuffer.UV3Kind:
  38512. this.uvs3 = data;
  38513. break;
  38514. case BABYLON.VertexBuffer.UV4Kind:
  38515. this.uvs4 = data;
  38516. break;
  38517. case BABYLON.VertexBuffer.UV5Kind:
  38518. this.uvs5 = data;
  38519. break;
  38520. case BABYLON.VertexBuffer.UV6Kind:
  38521. this.uvs6 = data;
  38522. break;
  38523. case BABYLON.VertexBuffer.ColorKind:
  38524. this.colors = data;
  38525. break;
  38526. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38527. this.matricesIndices = data;
  38528. break;
  38529. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38530. this.matricesWeights = data;
  38531. break;
  38532. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38533. this.matricesIndicesExtra = data;
  38534. break;
  38535. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38536. this.matricesWeightsExtra = data;
  38537. break;
  38538. }
  38539. };
  38540. /**
  38541. * Associates the vertexData to the passed Mesh.
  38542. * Sets it as updatable or not (default `false`)
  38543. * @param mesh the mesh the vertexData is applied to
  38544. * @param updatable when used and having the value true allows new data to update the vertexData
  38545. * @returns the VertexData
  38546. */
  38547. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38548. this._applyTo(mesh, updatable);
  38549. return this;
  38550. };
  38551. /**
  38552. * Associates the vertexData to the passed Geometry.
  38553. * Sets it as updatable or not (default `false`)
  38554. * @param geometry the geometry the vertexData is applied to
  38555. * @param updatable when used and having the value true allows new data to update the vertexData
  38556. * @returns VertexData
  38557. */
  38558. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38559. this._applyTo(geometry, updatable);
  38560. return this;
  38561. };
  38562. /**
  38563. * Updates the associated mesh
  38564. * @param mesh the mesh to be updated
  38565. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38566. * @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
  38567. * @returns VertexData
  38568. */
  38569. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38570. this._update(mesh);
  38571. return this;
  38572. };
  38573. /**
  38574. * Updates the associated geometry
  38575. * @param geometry the geometry to be updated
  38576. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38577. * @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
  38578. * @returns VertexData.
  38579. */
  38580. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38581. this._update(geometry);
  38582. return this;
  38583. };
  38584. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38585. if (updatable === void 0) { updatable = false; }
  38586. if (this.positions) {
  38587. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38588. }
  38589. if (this.normals) {
  38590. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38591. }
  38592. if (this.tangents) {
  38593. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38594. }
  38595. if (this.uvs) {
  38596. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38597. }
  38598. if (this.uvs2) {
  38599. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38600. }
  38601. if (this.uvs3) {
  38602. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38603. }
  38604. if (this.uvs4) {
  38605. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38606. }
  38607. if (this.uvs5) {
  38608. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38609. }
  38610. if (this.uvs6) {
  38611. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38612. }
  38613. if (this.colors) {
  38614. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38615. }
  38616. if (this.matricesIndices) {
  38617. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38618. }
  38619. if (this.matricesWeights) {
  38620. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38621. }
  38622. if (this.matricesIndicesExtra) {
  38623. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38624. }
  38625. if (this.matricesWeightsExtra) {
  38626. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38627. }
  38628. if (this.indices) {
  38629. meshOrGeometry.setIndices(this.indices, null, updatable);
  38630. }
  38631. else {
  38632. meshOrGeometry.setIndices([], null);
  38633. }
  38634. return this;
  38635. };
  38636. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38637. if (this.positions) {
  38638. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38639. }
  38640. if (this.normals) {
  38641. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38642. }
  38643. if (this.tangents) {
  38644. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38645. }
  38646. if (this.uvs) {
  38647. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38648. }
  38649. if (this.uvs2) {
  38650. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38651. }
  38652. if (this.uvs3) {
  38653. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38654. }
  38655. if (this.uvs4) {
  38656. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38657. }
  38658. if (this.uvs5) {
  38659. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38660. }
  38661. if (this.uvs6) {
  38662. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38663. }
  38664. if (this.colors) {
  38665. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38666. }
  38667. if (this.matricesIndices) {
  38668. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38669. }
  38670. if (this.matricesWeights) {
  38671. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38672. }
  38673. if (this.matricesIndicesExtra) {
  38674. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38675. }
  38676. if (this.matricesWeightsExtra) {
  38677. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38678. }
  38679. if (this.indices) {
  38680. meshOrGeometry.setIndices(this.indices, null);
  38681. }
  38682. return this;
  38683. };
  38684. /**
  38685. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38686. * @param matrix the transforming matrix
  38687. * @returns the VertexData
  38688. */
  38689. VertexData.prototype.transform = function (matrix) {
  38690. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38691. var transformed = BABYLON.Vector3.Zero();
  38692. var index;
  38693. if (this.positions) {
  38694. var position = BABYLON.Vector3.Zero();
  38695. for (index = 0; index < this.positions.length; index += 3) {
  38696. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38697. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38698. this.positions[index] = transformed.x;
  38699. this.positions[index + 1] = transformed.y;
  38700. this.positions[index + 2] = transformed.z;
  38701. }
  38702. }
  38703. if (this.normals) {
  38704. var normal = BABYLON.Vector3.Zero();
  38705. for (index = 0; index < this.normals.length; index += 3) {
  38706. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38707. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38708. this.normals[index] = transformed.x;
  38709. this.normals[index + 1] = transformed.y;
  38710. this.normals[index + 2] = transformed.z;
  38711. }
  38712. }
  38713. if (this.tangents) {
  38714. var tangent = BABYLON.Vector4.Zero();
  38715. var tangentTransformed = BABYLON.Vector4.Zero();
  38716. for (index = 0; index < this.tangents.length; index += 4) {
  38717. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38718. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38719. this.tangents[index] = tangentTransformed.x;
  38720. this.tangents[index + 1] = tangentTransformed.y;
  38721. this.tangents[index + 2] = tangentTransformed.z;
  38722. this.tangents[index + 3] = tangentTransformed.w;
  38723. }
  38724. }
  38725. if (flip && this.indices) {
  38726. for (index = 0; index < this.indices.length; index += 3) {
  38727. var tmp = this.indices[index + 1];
  38728. this.indices[index + 1] = this.indices[index + 2];
  38729. this.indices[index + 2] = tmp;
  38730. }
  38731. }
  38732. return this;
  38733. };
  38734. /**
  38735. * Merges the passed VertexData into the current one
  38736. * @param other the VertexData to be merged into the current one
  38737. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38738. * @returns the modified VertexData
  38739. */
  38740. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38741. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38742. this._validate();
  38743. other._validate();
  38744. if (!this.normals !== !other.normals ||
  38745. !this.tangents !== !other.tangents ||
  38746. !this.uvs !== !other.uvs ||
  38747. !this.uvs2 !== !other.uvs2 ||
  38748. !this.uvs3 !== !other.uvs3 ||
  38749. !this.uvs4 !== !other.uvs4 ||
  38750. !this.uvs5 !== !other.uvs5 ||
  38751. !this.uvs6 !== !other.uvs6 ||
  38752. !this.colors !== !other.colors ||
  38753. !this.matricesIndices !== !other.matricesIndices ||
  38754. !this.matricesWeights !== !other.matricesWeights ||
  38755. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38756. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38757. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38758. }
  38759. if (other.indices) {
  38760. if (!this.indices) {
  38761. this.indices = [];
  38762. }
  38763. var offset = this.positions ? this.positions.length / 3 : 0;
  38764. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38765. if (isSrcTypedArray) {
  38766. var len = this.indices.length + other.indices.length;
  38767. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38768. temp.set(this.indices);
  38769. var decal = this.indices.length;
  38770. for (var index = 0; index < other.indices.length; index++) {
  38771. temp[decal + index] = other.indices[index] + offset;
  38772. }
  38773. this.indices = temp;
  38774. }
  38775. else {
  38776. for (var index = 0; index < other.indices.length; index++) {
  38777. this.indices.push(other.indices[index] + offset);
  38778. }
  38779. }
  38780. }
  38781. this.positions = this._mergeElement(this.positions, other.positions);
  38782. this.normals = this._mergeElement(this.normals, other.normals);
  38783. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38784. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38785. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38786. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38787. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38788. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38789. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38790. this.colors = this._mergeElement(this.colors, other.colors);
  38791. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38792. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38793. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38794. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38795. return this;
  38796. };
  38797. VertexData.prototype._mergeElement = function (source, other) {
  38798. if (!source) {
  38799. return other;
  38800. }
  38801. if (!other) {
  38802. return source;
  38803. }
  38804. var len = other.length + source.length;
  38805. var isSrcTypedArray = source instanceof Float32Array;
  38806. var isOthTypedArray = other instanceof Float32Array;
  38807. // use non-loop method when the source is Float32Array
  38808. if (isSrcTypedArray) {
  38809. var ret32 = new Float32Array(len);
  38810. ret32.set(source);
  38811. ret32.set(other, source.length);
  38812. return ret32;
  38813. // source is number[], when other is also use concat
  38814. }
  38815. else if (!isOthTypedArray) {
  38816. return source.concat(other);
  38817. // source is a number[], but other is a Float32Array, loop required
  38818. }
  38819. else {
  38820. var ret = source.slice(0); // copy source to a separate array
  38821. for (var i = 0, len = other.length; i < len; i++) {
  38822. ret.push(other[i]);
  38823. }
  38824. return ret;
  38825. }
  38826. };
  38827. VertexData.prototype._validate = function () {
  38828. if (!this.positions) {
  38829. throw new Error("Positions are required");
  38830. }
  38831. var getElementCount = function (kind, values) {
  38832. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38833. if ((values.length % stride) !== 0) {
  38834. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38835. }
  38836. return values.length / stride;
  38837. };
  38838. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38839. var validateElementCount = function (kind, values) {
  38840. var elementCount = getElementCount(kind, values);
  38841. if (elementCount !== positionsElementCount) {
  38842. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38843. }
  38844. };
  38845. if (this.normals) {
  38846. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38847. }
  38848. if (this.tangents) {
  38849. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38850. }
  38851. if (this.uvs) {
  38852. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38853. }
  38854. if (this.uvs2) {
  38855. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38856. }
  38857. if (this.uvs3) {
  38858. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38859. }
  38860. if (this.uvs4) {
  38861. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38862. }
  38863. if (this.uvs5) {
  38864. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38865. }
  38866. if (this.uvs6) {
  38867. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38868. }
  38869. if (this.colors) {
  38870. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38871. }
  38872. if (this.matricesIndices) {
  38873. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38874. }
  38875. if (this.matricesWeights) {
  38876. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38877. }
  38878. if (this.matricesIndicesExtra) {
  38879. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38880. }
  38881. if (this.matricesWeightsExtra) {
  38882. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38883. }
  38884. };
  38885. /**
  38886. * Serializes the VertexData
  38887. * @returns a serialized object
  38888. */
  38889. VertexData.prototype.serialize = function () {
  38890. var serializationObject = this.serialize();
  38891. if (this.positions) {
  38892. serializationObject.positions = this.positions;
  38893. }
  38894. if (this.normals) {
  38895. serializationObject.normals = this.normals;
  38896. }
  38897. if (this.tangents) {
  38898. serializationObject.tangents = this.tangents;
  38899. }
  38900. if (this.uvs) {
  38901. serializationObject.uvs = this.uvs;
  38902. }
  38903. if (this.uvs2) {
  38904. serializationObject.uvs2 = this.uvs2;
  38905. }
  38906. if (this.uvs3) {
  38907. serializationObject.uvs3 = this.uvs3;
  38908. }
  38909. if (this.uvs4) {
  38910. serializationObject.uvs4 = this.uvs4;
  38911. }
  38912. if (this.uvs5) {
  38913. serializationObject.uvs5 = this.uvs5;
  38914. }
  38915. if (this.uvs6) {
  38916. serializationObject.uvs6 = this.uvs6;
  38917. }
  38918. if (this.colors) {
  38919. serializationObject.colors = this.colors;
  38920. }
  38921. if (this.matricesIndices) {
  38922. serializationObject.matricesIndices = this.matricesIndices;
  38923. serializationObject.matricesIndices._isExpanded = true;
  38924. }
  38925. if (this.matricesWeights) {
  38926. serializationObject.matricesWeights = this.matricesWeights;
  38927. }
  38928. if (this.matricesIndicesExtra) {
  38929. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38930. serializationObject.matricesIndicesExtra._isExpanded = true;
  38931. }
  38932. if (this.matricesWeightsExtra) {
  38933. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38934. }
  38935. serializationObject.indices = this.indices;
  38936. return serializationObject;
  38937. };
  38938. // Statics
  38939. /**
  38940. * Extracts the vertexData from a mesh
  38941. * @param mesh the mesh from which to extract the VertexData
  38942. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38943. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38944. * @returns the object VertexData associated to the passed mesh
  38945. */
  38946. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38947. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38948. };
  38949. /**
  38950. * Extracts the vertexData from the geometry
  38951. * @param geometry the geometry from which to extract the VertexData
  38952. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38953. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38954. * @returns the object VertexData associated to the passed mesh
  38955. */
  38956. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38957. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38958. };
  38959. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38960. var result = new VertexData();
  38961. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38962. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38963. }
  38964. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38965. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38966. }
  38967. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38968. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38969. }
  38970. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38971. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38972. }
  38973. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38974. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38975. }
  38976. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38977. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38978. }
  38979. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38980. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38981. }
  38982. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38983. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38984. }
  38985. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38986. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38987. }
  38988. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38989. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38990. }
  38991. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38992. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38993. }
  38994. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38995. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38996. }
  38997. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38998. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38999. }
  39000. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39001. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39002. }
  39003. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39004. return result;
  39005. };
  39006. /**
  39007. * Creates the VertexData for a Ribbon
  39008. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39009. * * pathArray array of paths, each of which an array of successive Vector3
  39010. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39011. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39012. * * 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
  39013. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39014. * * 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)
  39015. * * 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)
  39016. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39017. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39018. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39019. * @returns the VertexData of the ribbon
  39020. */
  39021. VertexData.CreateRibbon = function (options) {
  39022. var pathArray = options.pathArray;
  39023. var closeArray = options.closeArray || false;
  39024. var closePath = options.closePath || false;
  39025. var invertUV = options.invertUV || false;
  39026. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39027. var offset = options.offset || defaultOffset;
  39028. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39029. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39030. var customUV = options.uvs;
  39031. var customColors = options.colors;
  39032. var positions = [];
  39033. var indices = [];
  39034. var normals = [];
  39035. var uvs = [];
  39036. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39037. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39038. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39039. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39040. var minlg; // minimal length among all paths from pathArray
  39041. var lg = []; // array of path lengths : nb of vertex per path
  39042. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39043. var p; // path iterator
  39044. var i; // point iterator
  39045. var j; // point iterator
  39046. // if single path in pathArray
  39047. if (pathArray.length < 2) {
  39048. var ar1 = [];
  39049. var ar2 = [];
  39050. for (i = 0; i < pathArray[0].length - offset; i++) {
  39051. ar1.push(pathArray[0][i]);
  39052. ar2.push(pathArray[0][i + offset]);
  39053. }
  39054. pathArray = [ar1, ar2];
  39055. }
  39056. // positions and horizontal distances (u)
  39057. var idc = 0;
  39058. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39059. var path;
  39060. var l;
  39061. minlg = pathArray[0].length;
  39062. var vectlg;
  39063. var dist;
  39064. for (p = 0; p < pathArray.length; p++) {
  39065. uTotalDistance[p] = 0;
  39066. us[p] = [0];
  39067. path = pathArray[p];
  39068. l = path.length;
  39069. minlg = (minlg < l) ? minlg : l;
  39070. j = 0;
  39071. while (j < l) {
  39072. positions.push(path[j].x, path[j].y, path[j].z);
  39073. if (j > 0) {
  39074. vectlg = path[j].subtract(path[j - 1]).length();
  39075. dist = vectlg + uTotalDistance[p];
  39076. us[p].push(dist);
  39077. uTotalDistance[p] = dist;
  39078. }
  39079. j++;
  39080. }
  39081. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39082. j--;
  39083. positions.push(path[0].x, path[0].y, path[0].z);
  39084. vectlg = path[j].subtract(path[0]).length();
  39085. dist = vectlg + uTotalDistance[p];
  39086. us[p].push(dist);
  39087. uTotalDistance[p] = dist;
  39088. }
  39089. lg[p] = l + closePathCorr;
  39090. idx[p] = idc;
  39091. idc += (l + closePathCorr);
  39092. }
  39093. // vertical distances (v)
  39094. var path1;
  39095. var path2;
  39096. var vertex1 = null;
  39097. var vertex2 = null;
  39098. for (i = 0; i < minlg + closePathCorr; i++) {
  39099. vTotalDistance[i] = 0;
  39100. vs[i] = [0];
  39101. for (p = 0; p < pathArray.length - 1; p++) {
  39102. path1 = pathArray[p];
  39103. path2 = pathArray[p + 1];
  39104. if (i === minlg) { // closePath
  39105. vertex1 = path1[0];
  39106. vertex2 = path2[0];
  39107. }
  39108. else {
  39109. vertex1 = path1[i];
  39110. vertex2 = path2[i];
  39111. }
  39112. vectlg = vertex2.subtract(vertex1).length();
  39113. dist = vectlg + vTotalDistance[i];
  39114. vs[i].push(dist);
  39115. vTotalDistance[i] = dist;
  39116. }
  39117. if (closeArray && vertex2 && vertex1) {
  39118. path1 = pathArray[p];
  39119. path2 = pathArray[0];
  39120. if (i === minlg) { // closePath
  39121. vertex2 = path2[0];
  39122. }
  39123. vectlg = vertex2.subtract(vertex1).length();
  39124. dist = vectlg + vTotalDistance[i];
  39125. vTotalDistance[i] = dist;
  39126. }
  39127. }
  39128. // uvs
  39129. var u;
  39130. var v;
  39131. if (customUV) {
  39132. for (p = 0; p < customUV.length; p++) {
  39133. uvs.push(customUV[p].x, customUV[p].y);
  39134. }
  39135. }
  39136. else {
  39137. for (p = 0; p < pathArray.length; p++) {
  39138. for (i = 0; i < minlg + closePathCorr; i++) {
  39139. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39140. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39141. if (invertUV) {
  39142. uvs.push(v, u);
  39143. }
  39144. else {
  39145. uvs.push(u, v);
  39146. }
  39147. }
  39148. }
  39149. }
  39150. // indices
  39151. p = 0; // path index
  39152. var pi = 0; // positions array index
  39153. var l1 = lg[p] - 1; // path1 length
  39154. var l2 = lg[p + 1] - 1; // path2 length
  39155. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39156. var shft = idx[1] - idx[0]; // shift
  39157. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39158. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39159. // 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
  39160. indices.push(pi, pi + shft, pi + 1);
  39161. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39162. pi += 1;
  39163. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39164. p++;
  39165. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39166. shft = idx[0] - idx[p];
  39167. l1 = lg[p] - 1;
  39168. l2 = lg[0] - 1;
  39169. }
  39170. else {
  39171. shft = idx[p + 1] - idx[p];
  39172. l1 = lg[p] - 1;
  39173. l2 = lg[p + 1] - 1;
  39174. }
  39175. pi = idx[p];
  39176. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39177. }
  39178. }
  39179. // normals
  39180. VertexData.ComputeNormals(positions, indices, normals);
  39181. if (closePath) { // update both the first and last vertex normals to their average value
  39182. var indexFirst = 0;
  39183. var indexLast = 0;
  39184. for (p = 0; p < pathArray.length; p++) {
  39185. indexFirst = idx[p] * 3;
  39186. if (p + 1 < pathArray.length) {
  39187. indexLast = (idx[p + 1] - 1) * 3;
  39188. }
  39189. else {
  39190. indexLast = normals.length - 3;
  39191. }
  39192. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39193. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39194. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39195. normals[indexLast] = normals[indexFirst];
  39196. normals[indexLast + 1] = normals[indexFirst + 1];
  39197. normals[indexLast + 2] = normals[indexFirst + 2];
  39198. }
  39199. }
  39200. // sides
  39201. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39202. // Colors
  39203. var colors = null;
  39204. if (customColors) {
  39205. colors = new Float32Array(customColors.length * 4);
  39206. for (var c = 0; c < customColors.length; c++) {
  39207. colors[c * 4] = customColors[c].r;
  39208. colors[c * 4 + 1] = customColors[c].g;
  39209. colors[c * 4 + 2] = customColors[c].b;
  39210. colors[c * 4 + 3] = customColors[c].a;
  39211. }
  39212. }
  39213. // Result
  39214. var vertexData = new VertexData();
  39215. var positions32 = new Float32Array(positions);
  39216. var normals32 = new Float32Array(normals);
  39217. var uvs32 = new Float32Array(uvs);
  39218. vertexData.indices = indices;
  39219. vertexData.positions = positions32;
  39220. vertexData.normals = normals32;
  39221. vertexData.uvs = uvs32;
  39222. if (colors) {
  39223. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39224. }
  39225. if (closePath) {
  39226. vertexData._idx = idx;
  39227. }
  39228. return vertexData;
  39229. };
  39230. /**
  39231. * Creates the VertexData for a box
  39232. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39233. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39234. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39235. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39236. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39237. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39238. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39239. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39240. * * 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)
  39241. * * 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)
  39242. * @returns the VertexData of the box
  39243. */
  39244. VertexData.CreateBox = function (options) {
  39245. var normalsSource = [
  39246. new BABYLON.Vector3(0, 0, 1),
  39247. new BABYLON.Vector3(0, 0, -1),
  39248. new BABYLON.Vector3(1, 0, 0),
  39249. new BABYLON.Vector3(-1, 0, 0),
  39250. new BABYLON.Vector3(0, 1, 0),
  39251. new BABYLON.Vector3(0, -1, 0)
  39252. ];
  39253. var indices = [];
  39254. var positions = [];
  39255. var normals = [];
  39256. var uvs = [];
  39257. var width = options.width || options.size || 1;
  39258. var height = options.height || options.size || 1;
  39259. var depth = options.depth || options.size || 1;
  39260. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39261. var faceUV = options.faceUV || new Array(6);
  39262. var faceColors = options.faceColors;
  39263. var colors = [];
  39264. // default face colors and UV if undefined
  39265. for (var f = 0; f < 6; f++) {
  39266. if (faceUV[f] === undefined) {
  39267. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39268. }
  39269. if (faceColors && faceColors[f] === undefined) {
  39270. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39271. }
  39272. }
  39273. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39274. // Create each face in turn.
  39275. for (var index = 0; index < normalsSource.length; index++) {
  39276. var normal = normalsSource[index];
  39277. // Get two vectors perpendicular to the face normal and to each other.
  39278. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39279. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39280. // Six indices (two triangles) per face.
  39281. var verticesLength = positions.length / 3;
  39282. indices.push(verticesLength);
  39283. indices.push(verticesLength + 1);
  39284. indices.push(verticesLength + 2);
  39285. indices.push(verticesLength);
  39286. indices.push(verticesLength + 2);
  39287. indices.push(verticesLength + 3);
  39288. // Four vertices per face.
  39289. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39290. positions.push(vertex.x, vertex.y, vertex.z);
  39291. normals.push(normal.x, normal.y, normal.z);
  39292. uvs.push(faceUV[index].z, faceUV[index].w);
  39293. if (faceColors) {
  39294. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39295. }
  39296. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39297. positions.push(vertex.x, vertex.y, vertex.z);
  39298. normals.push(normal.x, normal.y, normal.z);
  39299. uvs.push(faceUV[index].x, faceUV[index].w);
  39300. if (faceColors) {
  39301. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39302. }
  39303. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39304. positions.push(vertex.x, vertex.y, vertex.z);
  39305. normals.push(normal.x, normal.y, normal.z);
  39306. uvs.push(faceUV[index].x, faceUV[index].y);
  39307. if (faceColors) {
  39308. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39309. }
  39310. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39311. positions.push(vertex.x, vertex.y, vertex.z);
  39312. normals.push(normal.x, normal.y, normal.z);
  39313. uvs.push(faceUV[index].z, faceUV[index].y);
  39314. if (faceColors) {
  39315. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39316. }
  39317. }
  39318. // sides
  39319. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39320. // Result
  39321. var vertexData = new VertexData();
  39322. vertexData.indices = indices;
  39323. vertexData.positions = positions;
  39324. vertexData.normals = normals;
  39325. vertexData.uvs = uvs;
  39326. if (faceColors) {
  39327. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39328. vertexData.colors = totalColors;
  39329. }
  39330. return vertexData;
  39331. };
  39332. /**
  39333. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39334. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39335. * * segments sets the number of horizontal strips optional, default 32
  39336. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39337. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39338. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39339. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39340. * * 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
  39341. * * 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
  39342. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39343. * * 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)
  39344. * * 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)
  39345. * @returns the VertexData of the ellipsoid
  39346. */
  39347. VertexData.CreateSphere = function (options) {
  39348. var segments = options.segments || 32;
  39349. var diameterX = options.diameterX || options.diameter || 1;
  39350. var diameterY = options.diameterY || options.diameter || 1;
  39351. var diameterZ = options.diameterZ || options.diameter || 1;
  39352. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39353. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39354. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39355. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39356. var totalZRotationSteps = 2 + segments;
  39357. var totalYRotationSteps = 2 * totalZRotationSteps;
  39358. var indices = [];
  39359. var positions = [];
  39360. var normals = [];
  39361. var uvs = [];
  39362. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39363. var normalizedZ = zRotationStep / totalZRotationSteps;
  39364. var angleZ = normalizedZ * Math.PI * slice;
  39365. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39366. var normalizedY = yRotationStep / totalYRotationSteps;
  39367. var angleY = normalizedY * Math.PI * 2 * arc;
  39368. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39369. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39370. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39371. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39372. var vertex = complete.multiply(radius);
  39373. var normal = complete.divide(radius).normalize();
  39374. positions.push(vertex.x, vertex.y, vertex.z);
  39375. normals.push(normal.x, normal.y, normal.z);
  39376. uvs.push(normalizedY, normalizedZ);
  39377. }
  39378. if (zRotationStep > 0) {
  39379. var verticesCount = positions.length / 3;
  39380. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39381. indices.push((firstIndex));
  39382. indices.push((firstIndex + 1));
  39383. indices.push(firstIndex + totalYRotationSteps + 1);
  39384. indices.push((firstIndex + totalYRotationSteps + 1));
  39385. indices.push((firstIndex + 1));
  39386. indices.push((firstIndex + totalYRotationSteps + 2));
  39387. }
  39388. }
  39389. }
  39390. // Sides
  39391. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39392. // Result
  39393. var vertexData = new VertexData();
  39394. vertexData.indices = indices;
  39395. vertexData.positions = positions;
  39396. vertexData.normals = normals;
  39397. vertexData.uvs = uvs;
  39398. return vertexData;
  39399. };
  39400. /**
  39401. * Creates the VertexData for a cylinder, cone or prism
  39402. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39403. * * height sets the height (y direction) of the cylinder, optional, default 2
  39404. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39405. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39406. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39407. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39408. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39409. * * 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
  39410. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39411. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39412. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39413. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39414. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39415. * * 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)
  39416. * * 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)
  39417. * @returns the VertexData of the cylinder, cone or prism
  39418. */
  39419. VertexData.CreateCylinder = function (options) {
  39420. var height = options.height || 2;
  39421. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39422. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39423. var tessellation = options.tessellation || 24;
  39424. var subdivisions = options.subdivisions || 1;
  39425. var hasRings = options.hasRings ? true : false;
  39426. var enclose = options.enclose ? true : false;
  39427. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39428. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39429. var faceUV = options.faceUV || new Array(3);
  39430. var faceColors = options.faceColors;
  39431. // default face colors and UV if undefined
  39432. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39433. var ringNb = (hasRings) ? subdivisions : 1;
  39434. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39435. var f;
  39436. for (f = 0; f < surfaceNb; f++) {
  39437. if (faceColors && faceColors[f] === undefined) {
  39438. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39439. }
  39440. }
  39441. for (f = 0; f < surfaceNb; f++) {
  39442. if (faceUV && faceUV[f] === undefined) {
  39443. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39444. }
  39445. }
  39446. var indices = new Array();
  39447. var positions = new Array();
  39448. var normals = new Array();
  39449. var uvs = new Array();
  39450. var colors = new Array();
  39451. var angle_step = Math.PI * 2 * arc / tessellation;
  39452. var angle;
  39453. var h;
  39454. var radius;
  39455. var tan = (diameterBottom - diameterTop) / 2 / height;
  39456. var ringVertex = BABYLON.Vector3.Zero();
  39457. var ringNormal = BABYLON.Vector3.Zero();
  39458. var ringFirstVertex = BABYLON.Vector3.Zero();
  39459. var ringFirstNormal = BABYLON.Vector3.Zero();
  39460. var quadNormal = BABYLON.Vector3.Zero();
  39461. var Y = BABYLON.Axis.Y;
  39462. // positions, normals, uvs
  39463. var i;
  39464. var j;
  39465. var r;
  39466. var ringIdx = 1;
  39467. var s = 1; // surface index
  39468. var cs = 0;
  39469. var v = 0;
  39470. for (i = 0; i <= subdivisions; i++) {
  39471. h = i / subdivisions;
  39472. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39473. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39474. for (r = 0; r < ringIdx; r++) {
  39475. if (hasRings) {
  39476. s += r;
  39477. }
  39478. if (enclose) {
  39479. s += 2 * r;
  39480. }
  39481. for (j = 0; j <= tessellation; j++) {
  39482. angle = j * angle_step;
  39483. // position
  39484. ringVertex.x = Math.cos(-angle) * radius;
  39485. ringVertex.y = -height / 2 + h * height;
  39486. ringVertex.z = Math.sin(-angle) * radius;
  39487. // normal
  39488. if (diameterTop === 0 && i === subdivisions) {
  39489. // if no top cap, reuse former normals
  39490. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39491. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39492. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39493. }
  39494. else {
  39495. ringNormal.x = ringVertex.x;
  39496. ringNormal.z = ringVertex.z;
  39497. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39498. ringNormal.normalize();
  39499. }
  39500. // keep first ring vertex values for enclose
  39501. if (j === 0) {
  39502. ringFirstVertex.copyFrom(ringVertex);
  39503. ringFirstNormal.copyFrom(ringNormal);
  39504. }
  39505. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39506. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39507. if (hasRings) {
  39508. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39509. }
  39510. else {
  39511. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39512. }
  39513. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39514. if (faceColors) {
  39515. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39516. }
  39517. }
  39518. // if enclose, add four vertices and their dedicated normals
  39519. if (arc !== 1 && enclose) {
  39520. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39521. positions.push(0, ringVertex.y, 0);
  39522. positions.push(0, ringVertex.y, 0);
  39523. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39524. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39525. quadNormal.normalize();
  39526. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39527. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39528. quadNormal.normalize();
  39529. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39530. if (hasRings) {
  39531. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39532. }
  39533. else {
  39534. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39535. }
  39536. uvs.push(faceUV[s + 1].x, v);
  39537. uvs.push(faceUV[s + 1].z, v);
  39538. if (hasRings) {
  39539. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39540. }
  39541. else {
  39542. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39543. }
  39544. uvs.push(faceUV[s + 2].x, v);
  39545. uvs.push(faceUV[s + 2].z, v);
  39546. if (faceColors) {
  39547. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39548. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39549. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39550. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39551. }
  39552. }
  39553. if (cs !== s) {
  39554. cs = s;
  39555. }
  39556. }
  39557. }
  39558. // indices
  39559. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39560. var s;
  39561. i = 0;
  39562. for (s = 0; s < subdivisions; s++) {
  39563. var i0 = 0;
  39564. var i1 = 0;
  39565. var i2 = 0;
  39566. var i3 = 0;
  39567. for (j = 0; j < tessellation; j++) {
  39568. i0 = i * (e + 1) + j;
  39569. i1 = (i + 1) * (e + 1) + j;
  39570. i2 = i * (e + 1) + (j + 1);
  39571. i3 = (i + 1) * (e + 1) + (j + 1);
  39572. indices.push(i0, i1, i2);
  39573. indices.push(i3, i2, i1);
  39574. }
  39575. if (arc !== 1 && enclose) { // if enclose, add two quads
  39576. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39577. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39578. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39579. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39580. }
  39581. i = (hasRings) ? (i + 2) : (i + 1);
  39582. }
  39583. // Caps
  39584. var createCylinderCap = function (isTop) {
  39585. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39586. if (radius === 0) {
  39587. return;
  39588. }
  39589. // Cap positions, normals & uvs
  39590. var angle;
  39591. var circleVector;
  39592. var i;
  39593. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39594. var c = null;
  39595. if (faceColors) {
  39596. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39597. }
  39598. // cap center
  39599. var vbase = positions.length / 3;
  39600. var offset = isTop ? height / 2 : -height / 2;
  39601. var center = new BABYLON.Vector3(0, offset, 0);
  39602. positions.push(center.x, center.y, center.z);
  39603. normals.push(0, isTop ? 1 : -1, 0);
  39604. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39605. if (c) {
  39606. colors.push(c.r, c.g, c.b, c.a);
  39607. }
  39608. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39609. for (i = 0; i <= tessellation; i++) {
  39610. angle = Math.PI * 2 * i * arc / tessellation;
  39611. var cos = Math.cos(-angle);
  39612. var sin = Math.sin(-angle);
  39613. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39614. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39615. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39616. normals.push(0, isTop ? 1 : -1, 0);
  39617. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39618. if (c) {
  39619. colors.push(c.r, c.g, c.b, c.a);
  39620. }
  39621. }
  39622. // Cap indices
  39623. for (i = 0; i < tessellation; i++) {
  39624. if (!isTop) {
  39625. indices.push(vbase);
  39626. indices.push(vbase + (i + 1));
  39627. indices.push(vbase + (i + 2));
  39628. }
  39629. else {
  39630. indices.push(vbase);
  39631. indices.push(vbase + (i + 2));
  39632. indices.push(vbase + (i + 1));
  39633. }
  39634. }
  39635. };
  39636. // add caps to geometry
  39637. createCylinderCap(false);
  39638. createCylinderCap(true);
  39639. // Sides
  39640. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39641. var vertexData = new VertexData();
  39642. vertexData.indices = indices;
  39643. vertexData.positions = positions;
  39644. vertexData.normals = normals;
  39645. vertexData.uvs = uvs;
  39646. if (faceColors) {
  39647. vertexData.colors = colors;
  39648. }
  39649. return vertexData;
  39650. };
  39651. /**
  39652. * Creates the VertexData for a torus
  39653. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39654. * * diameter the diameter of the torus, optional default 1
  39655. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39656. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39657. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39658. * * 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)
  39659. * * 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)
  39660. * @returns the VertexData of the torus
  39661. */
  39662. VertexData.CreateTorus = function (options) {
  39663. var indices = [];
  39664. var positions = [];
  39665. var normals = [];
  39666. var uvs = [];
  39667. var diameter = options.diameter || 1;
  39668. var thickness = options.thickness || 0.5;
  39669. var tessellation = options.tessellation || 16;
  39670. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39671. var stride = tessellation + 1;
  39672. for (var i = 0; i <= tessellation; i++) {
  39673. var u = i / tessellation;
  39674. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39675. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39676. for (var j = 0; j <= tessellation; j++) {
  39677. var v = 1 - j / tessellation;
  39678. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39679. var dx = Math.cos(innerAngle);
  39680. var dy = Math.sin(innerAngle);
  39681. // Create a vertex.
  39682. var normal = new BABYLON.Vector3(dx, dy, 0);
  39683. var position = normal.scale(thickness / 2);
  39684. var textureCoordinate = new BABYLON.Vector2(u, v);
  39685. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39686. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39687. positions.push(position.x, position.y, position.z);
  39688. normals.push(normal.x, normal.y, normal.z);
  39689. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39690. // And create indices for two triangles.
  39691. var nextI = (i + 1) % stride;
  39692. var nextJ = (j + 1) % stride;
  39693. indices.push(i * stride + j);
  39694. indices.push(i * stride + nextJ);
  39695. indices.push(nextI * stride + j);
  39696. indices.push(i * stride + nextJ);
  39697. indices.push(nextI * stride + nextJ);
  39698. indices.push(nextI * stride + j);
  39699. }
  39700. }
  39701. // Sides
  39702. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39703. // Result
  39704. var vertexData = new VertexData();
  39705. vertexData.indices = indices;
  39706. vertexData.positions = positions;
  39707. vertexData.normals = normals;
  39708. vertexData.uvs = uvs;
  39709. return vertexData;
  39710. };
  39711. /**
  39712. * Creates the VertexData of the LineSystem
  39713. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39714. * - lines an array of lines, each line being an array of successive Vector3
  39715. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39716. * @returns the VertexData of the LineSystem
  39717. */
  39718. VertexData.CreateLineSystem = function (options) {
  39719. var indices = [];
  39720. var positions = [];
  39721. var lines = options.lines;
  39722. var colors = options.colors;
  39723. var vertexColors = [];
  39724. var idx = 0;
  39725. for (var l = 0; l < lines.length; l++) {
  39726. var points = lines[l];
  39727. for (var index = 0; index < points.length; index++) {
  39728. positions.push(points[index].x, points[index].y, points[index].z);
  39729. if (colors) {
  39730. var color = colors[l];
  39731. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39732. }
  39733. if (index > 0) {
  39734. indices.push(idx - 1);
  39735. indices.push(idx);
  39736. }
  39737. idx++;
  39738. }
  39739. }
  39740. var vertexData = new VertexData();
  39741. vertexData.indices = indices;
  39742. vertexData.positions = positions;
  39743. if (colors) {
  39744. vertexData.colors = vertexColors;
  39745. }
  39746. return vertexData;
  39747. };
  39748. /**
  39749. * Create the VertexData for a DashedLines
  39750. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39751. * - points an array successive Vector3
  39752. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39753. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39754. * - dashNb the intended total number of dashes, optional, default 200
  39755. * @returns the VertexData for the DashedLines
  39756. */
  39757. VertexData.CreateDashedLines = function (options) {
  39758. var dashSize = options.dashSize || 3;
  39759. var gapSize = options.gapSize || 1;
  39760. var dashNb = options.dashNb || 200;
  39761. var points = options.points;
  39762. var positions = new Array();
  39763. var indices = new Array();
  39764. var curvect = BABYLON.Vector3.Zero();
  39765. var lg = 0;
  39766. var nb = 0;
  39767. var shft = 0;
  39768. var dashshft = 0;
  39769. var curshft = 0;
  39770. var idx = 0;
  39771. var i = 0;
  39772. for (i = 0; i < points.length - 1; i++) {
  39773. points[i + 1].subtractToRef(points[i], curvect);
  39774. lg += curvect.length();
  39775. }
  39776. shft = lg / dashNb;
  39777. dashshft = dashSize * shft / (dashSize + gapSize);
  39778. for (i = 0; i < points.length - 1; i++) {
  39779. points[i + 1].subtractToRef(points[i], curvect);
  39780. nb = Math.floor(curvect.length() / shft);
  39781. curvect.normalize();
  39782. for (var j = 0; j < nb; j++) {
  39783. curshft = shft * j;
  39784. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39785. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39786. indices.push(idx, idx + 1);
  39787. idx += 2;
  39788. }
  39789. }
  39790. // Result
  39791. var vertexData = new VertexData();
  39792. vertexData.positions = positions;
  39793. vertexData.indices = indices;
  39794. return vertexData;
  39795. };
  39796. /**
  39797. * Creates the VertexData for a Ground
  39798. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39799. * - width the width (x direction) of the ground, optional, default 1
  39800. * - height the height (z direction) of the ground, optional, default 1
  39801. * - subdivisions the number of subdivisions per side, optional, default 1
  39802. * @returns the VertexData of the Ground
  39803. */
  39804. VertexData.CreateGround = function (options) {
  39805. var indices = [];
  39806. var positions = [];
  39807. var normals = [];
  39808. var uvs = [];
  39809. var row, col;
  39810. var width = options.width || 1;
  39811. var height = options.height || 1;
  39812. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39813. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39814. for (row = 0; row <= subdivisionsY; row++) {
  39815. for (col = 0; col <= subdivisionsX; col++) {
  39816. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39817. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39818. positions.push(position.x, position.y, position.z);
  39819. normals.push(normal.x, normal.y, normal.z);
  39820. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39821. }
  39822. }
  39823. for (row = 0; row < subdivisionsY; row++) {
  39824. for (col = 0; col < subdivisionsX; col++) {
  39825. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39826. indices.push(col + 1 + row * (subdivisionsX + 1));
  39827. indices.push(col + row * (subdivisionsX + 1));
  39828. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39829. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39830. indices.push(col + row * (subdivisionsX + 1));
  39831. }
  39832. }
  39833. // Result
  39834. var vertexData = new VertexData();
  39835. vertexData.indices = indices;
  39836. vertexData.positions = positions;
  39837. vertexData.normals = normals;
  39838. vertexData.uvs = uvs;
  39839. return vertexData;
  39840. };
  39841. /**
  39842. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39843. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39844. * * xmin the ground minimum X coordinate, optional, default -1
  39845. * * zmin the ground minimum Z coordinate, optional, default -1
  39846. * * xmax the ground maximum X coordinate, optional, default 1
  39847. * * zmax the ground maximum Z coordinate, optional, default 1
  39848. * * 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}
  39849. * * 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}
  39850. * @returns the VertexData of the TiledGround
  39851. */
  39852. VertexData.CreateTiledGround = function (options) {
  39853. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39854. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39855. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39856. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39857. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39858. var precision = options.precision || { w: 1, h: 1 };
  39859. var indices = new Array();
  39860. var positions = new Array();
  39861. var normals = new Array();
  39862. var uvs = new Array();
  39863. var row, col, tileRow, tileCol;
  39864. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39865. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39866. precision.w = (precision.w < 1) ? 1 : precision.w;
  39867. precision.h = (precision.h < 1) ? 1 : precision.h;
  39868. var tileSize = {
  39869. 'w': (xmax - xmin) / subdivisions.w,
  39870. 'h': (zmax - zmin) / subdivisions.h
  39871. };
  39872. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39873. // Indices
  39874. var base = positions.length / 3;
  39875. var rowLength = precision.w + 1;
  39876. for (row = 0; row < precision.h; row++) {
  39877. for (col = 0; col < precision.w; col++) {
  39878. var square = [
  39879. base + col + row * rowLength,
  39880. base + (col + 1) + row * rowLength,
  39881. base + (col + 1) + (row + 1) * rowLength,
  39882. base + col + (row + 1) * rowLength
  39883. ];
  39884. indices.push(square[1]);
  39885. indices.push(square[2]);
  39886. indices.push(square[3]);
  39887. indices.push(square[0]);
  39888. indices.push(square[1]);
  39889. indices.push(square[3]);
  39890. }
  39891. }
  39892. // Position, normals and uvs
  39893. var position = BABYLON.Vector3.Zero();
  39894. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39895. for (row = 0; row <= precision.h; row++) {
  39896. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39897. for (col = 0; col <= precision.w; col++) {
  39898. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39899. position.y = 0;
  39900. positions.push(position.x, position.y, position.z);
  39901. normals.push(normal.x, normal.y, normal.z);
  39902. uvs.push(col / precision.w, row / precision.h);
  39903. }
  39904. }
  39905. }
  39906. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39907. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39908. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39909. }
  39910. }
  39911. // Result
  39912. var vertexData = new VertexData();
  39913. vertexData.indices = indices;
  39914. vertexData.positions = positions;
  39915. vertexData.normals = normals;
  39916. vertexData.uvs = uvs;
  39917. return vertexData;
  39918. };
  39919. /**
  39920. * Creates the VertexData of the Ground designed from a heightmap
  39921. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39922. * * width the width (x direction) of the ground
  39923. * * height the height (z direction) of the ground
  39924. * * subdivisions the number of subdivisions per side
  39925. * * minHeight the minimum altitude on the ground, optional, default 0
  39926. * * maxHeight the maximum altitude on the ground, optional default 1
  39927. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39928. * * buffer the array holding the image color data
  39929. * * bufferWidth the width of image
  39930. * * bufferHeight the height of image
  39931. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39932. * @returns the VertexData of the Ground designed from a heightmap
  39933. */
  39934. VertexData.CreateGroundFromHeightMap = function (options) {
  39935. var indices = [];
  39936. var positions = [];
  39937. var normals = [];
  39938. var uvs = [];
  39939. var row, col;
  39940. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39941. var alphaFilter = options.alphaFilter || 0.0;
  39942. // Vertices
  39943. for (row = 0; row <= options.subdivisions; row++) {
  39944. for (col = 0; col <= options.subdivisions; col++) {
  39945. 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));
  39946. // Compute height
  39947. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39948. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39949. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39950. var r = options.buffer[pos] / 255.0;
  39951. var g = options.buffer[pos + 1] / 255.0;
  39952. var b = options.buffer[pos + 2] / 255.0;
  39953. var a = options.buffer[pos + 3] / 255.0;
  39954. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39955. // If our alpha channel is not within our filter then we will assign a 'special' height
  39956. // Then when building the indices, we will ignore any vertex that is using the special height
  39957. if (a >= alphaFilter) {
  39958. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39959. }
  39960. else {
  39961. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39962. }
  39963. // Add vertex
  39964. positions.push(position.x, position.y, position.z);
  39965. normals.push(0, 0, 0);
  39966. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39967. }
  39968. }
  39969. // Indices
  39970. for (row = 0; row < options.subdivisions; row++) {
  39971. for (col = 0; col < options.subdivisions; col++) {
  39972. // Calculate Indices
  39973. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39974. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39975. var idx3 = (col + row * (options.subdivisions + 1));
  39976. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39977. // Check that all indices are visible (based on our special height)
  39978. // Only display the vertex if all Indices are visible
  39979. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39980. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39981. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39982. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39983. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39984. indices.push(idx1);
  39985. indices.push(idx2);
  39986. indices.push(idx3);
  39987. }
  39988. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39989. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39990. indices.push(idx4);
  39991. indices.push(idx1);
  39992. indices.push(idx3);
  39993. }
  39994. }
  39995. }
  39996. // Normals
  39997. VertexData.ComputeNormals(positions, indices, normals);
  39998. // Result
  39999. var vertexData = new VertexData();
  40000. vertexData.indices = indices;
  40001. vertexData.positions = positions;
  40002. vertexData.normals = normals;
  40003. vertexData.uvs = uvs;
  40004. return vertexData;
  40005. };
  40006. /**
  40007. * Creates the VertexData for a Plane
  40008. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40009. * * size sets the width and height of the plane to the value of size, optional default 1
  40010. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40011. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40012. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40013. * * 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)
  40014. * * 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)
  40015. * @returns the VertexData of the box
  40016. */
  40017. VertexData.CreatePlane = function (options) {
  40018. var indices = [];
  40019. var positions = [];
  40020. var normals = [];
  40021. var uvs = [];
  40022. var width = options.width || options.size || 1;
  40023. var height = options.height || options.size || 1;
  40024. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40025. // Vertices
  40026. var halfWidth = width / 2.0;
  40027. var halfHeight = height / 2.0;
  40028. positions.push(-halfWidth, -halfHeight, 0);
  40029. normals.push(0, 0, -1.0);
  40030. uvs.push(0.0, 0.0);
  40031. positions.push(halfWidth, -halfHeight, 0);
  40032. normals.push(0, 0, -1.0);
  40033. uvs.push(1.0, 0.0);
  40034. positions.push(halfWidth, halfHeight, 0);
  40035. normals.push(0, 0, -1.0);
  40036. uvs.push(1.0, 1.0);
  40037. positions.push(-halfWidth, halfHeight, 0);
  40038. normals.push(0, 0, -1.0);
  40039. uvs.push(0.0, 1.0);
  40040. // Indices
  40041. indices.push(0);
  40042. indices.push(1);
  40043. indices.push(2);
  40044. indices.push(0);
  40045. indices.push(2);
  40046. indices.push(3);
  40047. // Sides
  40048. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40049. // Result
  40050. var vertexData = new VertexData();
  40051. vertexData.indices = indices;
  40052. vertexData.positions = positions;
  40053. vertexData.normals = normals;
  40054. vertexData.uvs = uvs;
  40055. return vertexData;
  40056. };
  40057. /**
  40058. * Creates the VertexData of the Disc or regular Polygon
  40059. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40060. * * radius the radius of the disc, optional default 0.5
  40061. * * tessellation the number of polygon sides, optional, default 64
  40062. * * 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
  40063. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40064. * * 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)
  40065. * * 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)
  40066. * @returns the VertexData of the box
  40067. */
  40068. VertexData.CreateDisc = function (options) {
  40069. var positions = new Array();
  40070. var indices = new Array();
  40071. var normals = new Array();
  40072. var uvs = new Array();
  40073. var radius = options.radius || 0.5;
  40074. var tessellation = options.tessellation || 64;
  40075. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40076. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40077. // positions and uvs
  40078. positions.push(0, 0, 0); // disc center first
  40079. uvs.push(0.5, 0.5);
  40080. var theta = Math.PI * 2 * arc;
  40081. var step = theta / tessellation;
  40082. for (var a = 0; a < theta; a += step) {
  40083. var x = Math.cos(a);
  40084. var y = Math.sin(a);
  40085. var u = (x + 1) / 2;
  40086. var v = (1 - y) / 2;
  40087. positions.push(radius * x, radius * y, 0);
  40088. uvs.push(u, v);
  40089. }
  40090. if (arc === 1) {
  40091. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40092. uvs.push(uvs[2], uvs[3]);
  40093. }
  40094. //indices
  40095. var vertexNb = positions.length / 3;
  40096. for (var i = 1; i < vertexNb - 1; i++) {
  40097. indices.push(i + 1, 0, i);
  40098. }
  40099. // result
  40100. VertexData.ComputeNormals(positions, indices, normals);
  40101. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40102. var vertexData = new VertexData();
  40103. vertexData.indices = indices;
  40104. vertexData.positions = positions;
  40105. vertexData.normals = normals;
  40106. vertexData.uvs = uvs;
  40107. return vertexData;
  40108. };
  40109. /**
  40110. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40111. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40112. * @param polygon a mesh built from polygonTriangulation.build()
  40113. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40114. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40115. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40116. * @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)
  40117. * @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)
  40118. * @returns the VertexData of the Polygon
  40119. */
  40120. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40121. var faceUV = fUV || new Array(3);
  40122. var faceColors = fColors;
  40123. var colors = [];
  40124. // default face colors and UV if undefined
  40125. for (var f = 0; f < 3; f++) {
  40126. if (faceUV[f] === undefined) {
  40127. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40128. }
  40129. if (faceColors && faceColors[f] === undefined) {
  40130. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40131. }
  40132. }
  40133. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40134. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40135. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40136. var indices = polygon.getIndices();
  40137. // set face colours and textures
  40138. var idx = 0;
  40139. var face = 0;
  40140. for (var index = 0; index < normals.length; index += 3) {
  40141. //Edge Face no. 1
  40142. if (Math.abs(normals[index + 1]) < 0.001) {
  40143. face = 1;
  40144. }
  40145. //Top Face no. 0
  40146. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40147. face = 0;
  40148. }
  40149. //Bottom Face no. 2
  40150. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40151. face = 2;
  40152. }
  40153. idx = index / 3;
  40154. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40155. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40156. if (faceColors) {
  40157. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40158. }
  40159. }
  40160. // sides
  40161. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40162. // Result
  40163. var vertexData = new VertexData();
  40164. vertexData.indices = indices;
  40165. vertexData.positions = positions;
  40166. vertexData.normals = normals;
  40167. vertexData.uvs = uvs;
  40168. if (faceColors) {
  40169. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40170. vertexData.colors = totalColors;
  40171. }
  40172. return vertexData;
  40173. };
  40174. /**
  40175. * Creates the VertexData of the IcoSphere
  40176. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40177. * * radius the radius of the IcoSphere, optional default 1
  40178. * * radiusX allows stretching in the x direction, optional, default radius
  40179. * * radiusY allows stretching in the y direction, optional, default radius
  40180. * * radiusZ allows stretching in the z direction, optional, default radius
  40181. * * flat when true creates a flat shaded mesh, optional, default true
  40182. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40183. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40184. * * 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)
  40185. * * 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)
  40186. * @returns the VertexData of the IcoSphere
  40187. */
  40188. VertexData.CreateIcoSphere = function (options) {
  40189. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40190. var radius = options.radius || 1;
  40191. var flat = (options.flat === undefined) ? true : options.flat;
  40192. var subdivisions = options.subdivisions || 4;
  40193. var radiusX = options.radiusX || radius;
  40194. var radiusY = options.radiusY || radius;
  40195. var radiusZ = options.radiusZ || radius;
  40196. var t = (1 + Math.sqrt(5)) / 2;
  40197. // 12 vertex x,y,z
  40198. var ico_vertices = [
  40199. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40200. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40201. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40202. ];
  40203. // index of 3 vertex makes a face of icopshere
  40204. var ico_indices = [
  40205. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40206. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40207. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40208. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40209. ];
  40210. // vertex for uv have aliased position, not for UV
  40211. var vertices_unalias_id = [
  40212. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40213. // vertex alias
  40214. 0,
  40215. 2,
  40216. 3,
  40217. 3,
  40218. 3,
  40219. 4,
  40220. 7,
  40221. 8,
  40222. 9,
  40223. 9,
  40224. 10,
  40225. 11 // 23: B + 12
  40226. ];
  40227. // uv as integer step (not pixels !)
  40228. var ico_vertexuv = [
  40229. 5, 1, 3, 1, 6, 4, 0, 0,
  40230. 5, 3, 4, 2, 2, 2, 4, 0,
  40231. 2, 0, 1, 1, 6, 0, 6, 2,
  40232. // vertex alias (for same vertex on different faces)
  40233. 0, 4,
  40234. 3, 3,
  40235. 4, 4,
  40236. 3, 1,
  40237. 4, 2,
  40238. 4, 4,
  40239. 0, 2,
  40240. 1, 1,
  40241. 2, 2,
  40242. 3, 3,
  40243. 1, 3,
  40244. 2, 4 // 23: B + 12
  40245. ];
  40246. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40247. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40248. // First island of uv mapping
  40249. // v = 4h 3+ 2
  40250. // v = 3h 9+ 4
  40251. // v = 2h 9+ 5 B
  40252. // v = 1h 9 1 0
  40253. // v = 0h 3 8 7 A
  40254. // u = 0 1 2 3 4 5 6 *a
  40255. // Second island of uv mapping
  40256. // v = 4h 0+ B+ 4+
  40257. // v = 3h A+ 2+
  40258. // v = 2h 7+ 6 3+
  40259. // v = 1h 8+ 3+
  40260. // v = 0h
  40261. // u = 0 1 2 3 4 5 6 *a
  40262. // Face layout on texture UV mapping
  40263. // ============
  40264. // \ 4 /\ 16 / ======
  40265. // \ / \ / /\ 11 /
  40266. // \/ 7 \/ / \ /
  40267. // ======= / 10 \/
  40268. // /\ 17 /\ =======
  40269. // / \ / \ \ 15 /\
  40270. // / 8 \/ 12 \ \ / \
  40271. // ============ \/ 6 \
  40272. // \ 18 /\ ============
  40273. // \ / \ \ 5 /\ 0 /
  40274. // \/ 13 \ \ / \ /
  40275. // ======= \/ 1 \/
  40276. // =============
  40277. // /\ 19 /\ 2 /\
  40278. // / \ / \ / \
  40279. // / 14 \/ 9 \/ 3 \
  40280. // ===================
  40281. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40282. var ustep = 138 / 1024;
  40283. var vstep = 239 / 1024;
  40284. var uoffset = 60 / 1024;
  40285. var voffset = 26 / 1024;
  40286. // Second island should have margin, not to touch the first island
  40287. // avoid any borderline artefact in pixel rounding
  40288. var island_u_offset = -40 / 1024;
  40289. var island_v_offset = +20 / 1024;
  40290. // face is either island 0 or 1 :
  40291. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40292. var island = [
  40293. 0, 0, 0, 0, 1,
  40294. 0, 0, 1, 1, 0,
  40295. 0, 0, 1, 1, 0,
  40296. 0, 1, 1, 1, 0 // 15 - 19
  40297. ];
  40298. var indices = new Array();
  40299. var positions = new Array();
  40300. var normals = new Array();
  40301. var uvs = new Array();
  40302. var current_indice = 0;
  40303. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40304. var face_vertex_pos = new Array(3);
  40305. var face_vertex_uv = new Array(3);
  40306. var v012;
  40307. for (v012 = 0; v012 < 3; v012++) {
  40308. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40309. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40310. }
  40311. // create all with normals
  40312. for (var face = 0; face < 20; face++) {
  40313. // 3 vertex per face
  40314. for (v012 = 0; v012 < 3; v012++) {
  40315. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40316. var v_id = ico_indices[3 * face + v012];
  40317. // vertex have 3D position (x,y,z)
  40318. 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]);
  40319. // Normalize to get normal, then scale to radius
  40320. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40321. // uv Coordinates from vertex ID
  40322. 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);
  40323. }
  40324. // Subdivide the face (interpolate pos, norm, uv)
  40325. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40326. // - norm is linear interpolation of vertex corner normal
  40327. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40328. // - uv is linear interpolation
  40329. //
  40330. // Topology is as below for sub-divide by 2
  40331. // vertex shown as v0,v1,v2
  40332. // interp index is i1 to progress in range [v0,v1[
  40333. // interp index is i2 to progress in range [v0,v2[
  40334. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40335. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40336. //
  40337. //
  40338. // i2 v2
  40339. // ^ ^
  40340. // / / \
  40341. // / / \
  40342. // / / \
  40343. // / / (0,1) \
  40344. // / #---------\
  40345. // / / \ (0,0)'/ \
  40346. // / / \ / \
  40347. // / / \ / \
  40348. // / / (0,0) \ / (1,0) \
  40349. // / #---------#---------\
  40350. // v0 v1
  40351. //
  40352. // --------------------> i1
  40353. //
  40354. // interp of (i1,i2):
  40355. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40356. // along i1 : lerp(x0,x1, i1/(S-i2))
  40357. //
  40358. // centroid of triangle is needed to get help normal computation
  40359. // (c1,c2) are used for centroid location
  40360. var interp_vertex = function (i1, i2, c1, c2) {
  40361. // vertex is interpolated from
  40362. // - face_vertex_pos[0..2]
  40363. // - face_vertex_uv[0..2]
  40364. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40365. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40366. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40367. pos_interp.normalize();
  40368. var vertex_normal;
  40369. if (flat) {
  40370. // in flat mode, recalculate normal as face centroid normal
  40371. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40372. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40373. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40374. }
  40375. else {
  40376. // in smooth mode, recalculate normal from each single vertex position
  40377. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40378. }
  40379. // Vertex normal need correction due to X,Y,Z radius scaling
  40380. vertex_normal.x /= radiusX;
  40381. vertex_normal.y /= radiusY;
  40382. vertex_normal.z /= radiusZ;
  40383. vertex_normal.normalize();
  40384. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40385. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40386. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40387. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40388. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40389. uvs.push(uv_interp.x, uv_interp.y);
  40390. // push each vertex has member of a face
  40391. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40392. indices.push(current_indice);
  40393. current_indice++;
  40394. };
  40395. for (var i2 = 0; i2 < subdivisions; i2++) {
  40396. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40397. // face : (i1,i2) for /\ :
  40398. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40399. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40400. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40401. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40402. if (i1 + i2 + 1 < subdivisions) {
  40403. // face : (i1,i2)' for \/ :
  40404. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40405. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40406. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40407. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40408. }
  40409. }
  40410. }
  40411. }
  40412. // Sides
  40413. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40414. // Result
  40415. var vertexData = new VertexData();
  40416. vertexData.indices = indices;
  40417. vertexData.positions = positions;
  40418. vertexData.normals = normals;
  40419. vertexData.uvs = uvs;
  40420. return vertexData;
  40421. };
  40422. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40423. /**
  40424. * Creates the VertexData for a Polyhedron
  40425. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40426. * * type provided types are:
  40427. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40428. * * 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)
  40429. * * size the size of the IcoSphere, optional default 1
  40430. * * sizeX allows stretching in the x direction, optional, default size
  40431. * * sizeY allows stretching in the y direction, optional, default size
  40432. * * sizeZ allows stretching in the z direction, optional, default size
  40433. * * 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
  40434. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40435. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40436. * * flat when true creates a flat shaded mesh, optional, default true
  40437. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40438. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40439. * * 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)
  40440. * * 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)
  40441. * @returns the VertexData of the Polyhedron
  40442. */
  40443. VertexData.CreatePolyhedron = function (options) {
  40444. // provided polyhedron types :
  40445. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40446. // 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)
  40447. var polyhedra = [];
  40448. 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]] };
  40449. 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]] };
  40450. polyhedra[2] = {
  40451. 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]],
  40452. 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]]
  40453. };
  40454. polyhedra[3] = {
  40455. 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]],
  40456. 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]]
  40457. };
  40458. polyhedra[4] = {
  40459. 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]],
  40460. 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]]
  40461. };
  40462. 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]] };
  40463. 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]] };
  40464. 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]] };
  40465. 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]] };
  40466. 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]] };
  40467. 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]] };
  40468. 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]] };
  40469. 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]] };
  40470. 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]] };
  40471. polyhedra[14] = {
  40472. 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]],
  40473. 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]]
  40474. };
  40475. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40476. var size = options.size;
  40477. var sizeX = options.sizeX || size || 1;
  40478. var sizeY = options.sizeY || size || 1;
  40479. var sizeZ = options.sizeZ || size || 1;
  40480. var data = options.custom || polyhedra[type];
  40481. var nbfaces = data.face.length;
  40482. var faceUV = options.faceUV || new Array(nbfaces);
  40483. var faceColors = options.faceColors;
  40484. var flat = (options.flat === undefined) ? true : options.flat;
  40485. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40486. var positions = new Array();
  40487. var indices = new Array();
  40488. var normals = new Array();
  40489. var uvs = new Array();
  40490. var colors = new Array();
  40491. var index = 0;
  40492. var faceIdx = 0; // face cursor in the array "indexes"
  40493. var indexes = new Array();
  40494. var i = 0;
  40495. var f = 0;
  40496. var u, v, ang, x, y, tmp;
  40497. // default face colors and UV if undefined
  40498. if (flat) {
  40499. for (f = 0; f < nbfaces; f++) {
  40500. if (faceColors && faceColors[f] === undefined) {
  40501. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40502. }
  40503. if (faceUV && faceUV[f] === undefined) {
  40504. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40505. }
  40506. }
  40507. }
  40508. if (!flat) {
  40509. for (i = 0; i < data.vertex.length; i++) {
  40510. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40511. uvs.push(0, 0);
  40512. }
  40513. for (f = 0; f < nbfaces; f++) {
  40514. for (i = 0; i < data.face[f].length - 2; i++) {
  40515. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40516. }
  40517. }
  40518. }
  40519. else {
  40520. for (f = 0; f < nbfaces; f++) {
  40521. var fl = data.face[f].length; // number of vertices of the current face
  40522. ang = 2 * Math.PI / fl;
  40523. x = 0.5 * Math.tan(ang / 2);
  40524. y = 0.5;
  40525. // positions, uvs, colors
  40526. for (i = 0; i < fl; i++) {
  40527. // positions
  40528. 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);
  40529. indexes.push(index);
  40530. index++;
  40531. // uvs
  40532. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40533. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40534. uvs.push(u, v);
  40535. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40536. y = x * Math.sin(ang) + y * Math.cos(ang);
  40537. x = tmp;
  40538. // colors
  40539. if (faceColors) {
  40540. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40541. }
  40542. }
  40543. // indices from indexes
  40544. for (i = 0; i < fl - 2; i++) {
  40545. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40546. }
  40547. faceIdx += fl;
  40548. }
  40549. }
  40550. VertexData.ComputeNormals(positions, indices, normals);
  40551. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40552. var vertexData = new VertexData();
  40553. vertexData.positions = positions;
  40554. vertexData.indices = indices;
  40555. vertexData.normals = normals;
  40556. vertexData.uvs = uvs;
  40557. if (faceColors && flat) {
  40558. vertexData.colors = colors;
  40559. }
  40560. return vertexData;
  40561. };
  40562. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40563. /**
  40564. * Creates the VertexData for a TorusKnot
  40565. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40566. * * radius the radius of the torus knot, optional, default 2
  40567. * * tube the thickness of the tube, optional, default 0.5
  40568. * * radialSegments the number of sides on each tube segments, optional, default 32
  40569. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40570. * * p the number of windings around the z axis, optional, default 2
  40571. * * q the number of windings around the x axis, optional, default 3
  40572. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40573. * * 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)
  40574. * * 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)
  40575. * @returns the VertexData of the Torus Knot
  40576. */
  40577. VertexData.CreateTorusKnot = function (options) {
  40578. var indices = new Array();
  40579. var positions = new Array();
  40580. var normals = new Array();
  40581. var uvs = new Array();
  40582. var radius = options.radius || 2;
  40583. var tube = options.tube || 0.5;
  40584. var radialSegments = options.radialSegments || 32;
  40585. var tubularSegments = options.tubularSegments || 32;
  40586. var p = options.p || 2;
  40587. var q = options.q || 3;
  40588. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40589. // Helper
  40590. var getPos = function (angle) {
  40591. var cu = Math.cos(angle);
  40592. var su = Math.sin(angle);
  40593. var quOverP = q / p * angle;
  40594. var cs = Math.cos(quOverP);
  40595. var tx = radius * (2 + cs) * 0.5 * cu;
  40596. var ty = radius * (2 + cs) * su * 0.5;
  40597. var tz = radius * Math.sin(quOverP) * 0.5;
  40598. return new BABYLON.Vector3(tx, ty, tz);
  40599. };
  40600. // Vertices
  40601. var i;
  40602. var j;
  40603. for (i = 0; i <= radialSegments; i++) {
  40604. var modI = i % radialSegments;
  40605. var u = modI / radialSegments * 2 * p * Math.PI;
  40606. var p1 = getPos(u);
  40607. var p2 = getPos(u + 0.01);
  40608. var tang = p2.subtract(p1);
  40609. var n = p2.add(p1);
  40610. var bitan = BABYLON.Vector3.Cross(tang, n);
  40611. n = BABYLON.Vector3.Cross(bitan, tang);
  40612. bitan.normalize();
  40613. n.normalize();
  40614. for (j = 0; j < tubularSegments; j++) {
  40615. var modJ = j % tubularSegments;
  40616. var v = modJ / tubularSegments * 2 * Math.PI;
  40617. var cx = -tube * Math.cos(v);
  40618. var cy = tube * Math.sin(v);
  40619. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40620. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40621. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40622. uvs.push(i / radialSegments);
  40623. uvs.push(j / tubularSegments);
  40624. }
  40625. }
  40626. for (i = 0; i < radialSegments; i++) {
  40627. for (j = 0; j < tubularSegments; j++) {
  40628. var jNext = (j + 1) % tubularSegments;
  40629. var a = i * tubularSegments + j;
  40630. var b = (i + 1) * tubularSegments + j;
  40631. var c = (i + 1) * tubularSegments + jNext;
  40632. var d = i * tubularSegments + jNext;
  40633. indices.push(d);
  40634. indices.push(b);
  40635. indices.push(a);
  40636. indices.push(d);
  40637. indices.push(c);
  40638. indices.push(b);
  40639. }
  40640. }
  40641. // Normals
  40642. VertexData.ComputeNormals(positions, indices, normals);
  40643. // Sides
  40644. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40645. // Result
  40646. var vertexData = new VertexData();
  40647. vertexData.indices = indices;
  40648. vertexData.positions = positions;
  40649. vertexData.normals = normals;
  40650. vertexData.uvs = uvs;
  40651. return vertexData;
  40652. };
  40653. // Tools
  40654. /**
  40655. * Compute normals for given positions and indices
  40656. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40657. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40658. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40659. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40660. * * facetNormals : optional array of facet normals (vector3)
  40661. * * facetPositions : optional array of facet positions (vector3)
  40662. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40663. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40664. * * bInfo : optional bounding info, required for facetPartitioning computation
  40665. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40666. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40667. * * useRightHandedSystem: optional boolean to for right handed system computation
  40668. * * depthSort : optional boolean to enable the facet depth sort computation
  40669. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40670. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40671. */
  40672. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40673. // temporary scalar variables
  40674. var index = 0; // facet index
  40675. var p1p2x = 0.0; // p1p2 vector x coordinate
  40676. var p1p2y = 0.0; // p1p2 vector y coordinate
  40677. var p1p2z = 0.0; // p1p2 vector z coordinate
  40678. var p3p2x = 0.0; // p3p2 vector x coordinate
  40679. var p3p2y = 0.0; // p3p2 vector y coordinate
  40680. var p3p2z = 0.0; // p3p2 vector z coordinate
  40681. var faceNormalx = 0.0; // facet normal x coordinate
  40682. var faceNormaly = 0.0; // facet normal y coordinate
  40683. var faceNormalz = 0.0; // facet normal z coordinate
  40684. var length = 0.0; // facet normal length before normalization
  40685. var v1x = 0; // vector1 x index in the positions array
  40686. var v1y = 0; // vector1 y index in the positions array
  40687. var v1z = 0; // vector1 z index in the positions array
  40688. var v2x = 0; // vector2 x index in the positions array
  40689. var v2y = 0; // vector2 y index in the positions array
  40690. var v2z = 0; // vector2 z index in the positions array
  40691. var v3x = 0; // vector3 x index in the positions array
  40692. var v3y = 0; // vector3 y index in the positions array
  40693. var v3z = 0; // vector3 z index in the positions array
  40694. var computeFacetNormals = false;
  40695. var computeFacetPositions = false;
  40696. var computeFacetPartitioning = false;
  40697. var computeDepthSort = false;
  40698. var faceNormalSign = 1;
  40699. var ratio = 0;
  40700. var distanceTo = null;
  40701. if (options) {
  40702. computeFacetNormals = (options.facetNormals) ? true : false;
  40703. computeFacetPositions = (options.facetPositions) ? true : false;
  40704. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40705. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40706. ratio = options.ratio || 0;
  40707. computeDepthSort = (options.depthSort) ? true : false;
  40708. distanceTo = (options.distanceTo);
  40709. if (computeDepthSort) {
  40710. if (distanceTo === undefined) {
  40711. distanceTo = BABYLON.Vector3.Zero();
  40712. }
  40713. var depthSortedFacets = options.depthSortedFacets;
  40714. }
  40715. }
  40716. // facetPartitioning reinit if needed
  40717. var xSubRatio = 0;
  40718. var ySubRatio = 0;
  40719. var zSubRatio = 0;
  40720. var subSq = 0;
  40721. if (computeFacetPartitioning && options && options.bbSize) {
  40722. var ox = 0; // X partitioning index for facet position
  40723. var oy = 0; // Y partinioning index for facet position
  40724. var oz = 0; // Z partinioning index for facet position
  40725. var b1x = 0; // X partitioning index for facet v1 vertex
  40726. var b1y = 0; // Y partitioning index for facet v1 vertex
  40727. var b1z = 0; // z partitioning index for facet v1 vertex
  40728. var b2x = 0; // X partitioning index for facet v2 vertex
  40729. var b2y = 0; // Y partitioning index for facet v2 vertex
  40730. var b2z = 0; // Z partitioning index for facet v2 vertex
  40731. var b3x = 0; // X partitioning index for facet v3 vertex
  40732. var b3y = 0; // Y partitioning index for facet v3 vertex
  40733. var b3z = 0; // Z partitioning index for facet v3 vertex
  40734. var block_idx_o = 0; // facet barycenter block index
  40735. var block_idx_v1 = 0; // v1 vertex block index
  40736. var block_idx_v2 = 0; // v2 vertex block index
  40737. var block_idx_v3 = 0; // v3 vertex block index
  40738. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40739. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40740. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40741. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40742. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40743. subSq = options.subDiv.max * options.subDiv.max;
  40744. options.facetPartitioning.length = 0;
  40745. }
  40746. // reset the normals
  40747. for (index = 0; index < positions.length; index++) {
  40748. normals[index] = 0.0;
  40749. }
  40750. // Loop : 1 indice triplet = 1 facet
  40751. var nbFaces = (indices.length / 3) | 0;
  40752. for (index = 0; index < nbFaces; index++) {
  40753. // get the indexes of the coordinates of each vertex of the facet
  40754. v1x = indices[index * 3] * 3;
  40755. v1y = v1x + 1;
  40756. v1z = v1x + 2;
  40757. v2x = indices[index * 3 + 1] * 3;
  40758. v2y = v2x + 1;
  40759. v2z = v2x + 2;
  40760. v3x = indices[index * 3 + 2] * 3;
  40761. v3y = v3x + 1;
  40762. v3z = v3x + 2;
  40763. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40764. p1p2y = positions[v1y] - positions[v2y];
  40765. p1p2z = positions[v1z] - positions[v2z];
  40766. p3p2x = positions[v3x] - positions[v2x];
  40767. p3p2y = positions[v3y] - positions[v2y];
  40768. p3p2z = positions[v3z] - positions[v2z];
  40769. // compute the face normal with the cross product
  40770. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40771. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40772. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40773. // normalize this normal and store it in the array facetData
  40774. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40775. length = (length === 0) ? 1.0 : length;
  40776. faceNormalx /= length;
  40777. faceNormaly /= length;
  40778. faceNormalz /= length;
  40779. if (computeFacetNormals && options) {
  40780. options.facetNormals[index].x = faceNormalx;
  40781. options.facetNormals[index].y = faceNormaly;
  40782. options.facetNormals[index].z = faceNormalz;
  40783. }
  40784. if (computeFacetPositions && options) {
  40785. // compute and the facet barycenter coordinates in the array facetPositions
  40786. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40787. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40788. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40789. }
  40790. if (computeFacetPartitioning && options) {
  40791. // store the facet indexes in arrays in the main facetPartitioning array :
  40792. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40793. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40794. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40795. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40796. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40797. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40798. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40799. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40800. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40801. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40802. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40803. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40804. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40805. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40806. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40807. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40808. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40809. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40810. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40811. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40812. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40813. // push each facet index in each block containing the vertex
  40814. options.facetPartitioning[block_idx_v1].push(index);
  40815. if (block_idx_v2 != block_idx_v1) {
  40816. options.facetPartitioning[block_idx_v2].push(index);
  40817. }
  40818. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40819. options.facetPartitioning[block_idx_v3].push(index);
  40820. }
  40821. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40822. options.facetPartitioning[block_idx_o].push(index);
  40823. }
  40824. }
  40825. if (computeDepthSort && options && options.facetPositions) {
  40826. var dsf = depthSortedFacets[index];
  40827. dsf.ind = index * 3;
  40828. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40829. }
  40830. // compute the normals anyway
  40831. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40832. normals[v1y] += faceNormaly;
  40833. normals[v1z] += faceNormalz;
  40834. normals[v2x] += faceNormalx;
  40835. normals[v2y] += faceNormaly;
  40836. normals[v2z] += faceNormalz;
  40837. normals[v3x] += faceNormalx;
  40838. normals[v3y] += faceNormaly;
  40839. normals[v3z] += faceNormalz;
  40840. }
  40841. // last normalization of each normal
  40842. for (index = 0; index < normals.length / 3; index++) {
  40843. faceNormalx = normals[index * 3];
  40844. faceNormaly = normals[index * 3 + 1];
  40845. faceNormalz = normals[index * 3 + 2];
  40846. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40847. length = (length === 0) ? 1.0 : length;
  40848. faceNormalx /= length;
  40849. faceNormaly /= length;
  40850. faceNormalz /= length;
  40851. normals[index * 3] = faceNormalx;
  40852. normals[index * 3 + 1] = faceNormaly;
  40853. normals[index * 3 + 2] = faceNormalz;
  40854. }
  40855. };
  40856. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40857. var li = indices.length;
  40858. var ln = normals.length;
  40859. var i;
  40860. var n;
  40861. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40862. switch (sideOrientation) {
  40863. case BABYLON.Mesh.FRONTSIDE:
  40864. // nothing changed
  40865. break;
  40866. case BABYLON.Mesh.BACKSIDE:
  40867. var tmp;
  40868. // indices
  40869. for (i = 0; i < li; i += 3) {
  40870. tmp = indices[i];
  40871. indices[i] = indices[i + 2];
  40872. indices[i + 2] = tmp;
  40873. }
  40874. // normals
  40875. for (n = 0; n < ln; n++) {
  40876. normals[n] = -normals[n];
  40877. }
  40878. break;
  40879. case BABYLON.Mesh.DOUBLESIDE:
  40880. // positions
  40881. var lp = positions.length;
  40882. var l = lp / 3;
  40883. for (var p = 0; p < lp; p++) {
  40884. positions[lp + p] = positions[p];
  40885. }
  40886. // indices
  40887. for (i = 0; i < li; i += 3) {
  40888. indices[i + li] = indices[i + 2] + l;
  40889. indices[i + 1 + li] = indices[i + 1] + l;
  40890. indices[i + 2 + li] = indices[i] + l;
  40891. }
  40892. // normals
  40893. for (n = 0; n < ln; n++) {
  40894. normals[ln + n] = -normals[n];
  40895. }
  40896. // uvs
  40897. var lu = uvs.length;
  40898. var u = 0;
  40899. for (u = 0; u < lu; u++) {
  40900. uvs[u + lu] = uvs[u];
  40901. }
  40902. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40903. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40904. u = 0;
  40905. for (i = 0; i < lu / 2; i++) {
  40906. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40907. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40908. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40909. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40910. u += 2;
  40911. }
  40912. break;
  40913. }
  40914. };
  40915. /**
  40916. * Applies VertexData created from the imported parameters to the geometry
  40917. * @param parsedVertexData the parsed data from an imported file
  40918. * @param geometry the geometry to apply the VertexData to
  40919. */
  40920. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40921. var vertexData = new VertexData();
  40922. // positions
  40923. var positions = parsedVertexData.positions;
  40924. if (positions) {
  40925. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40926. }
  40927. // normals
  40928. var normals = parsedVertexData.normals;
  40929. if (normals) {
  40930. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40931. }
  40932. // tangents
  40933. var tangents = parsedVertexData.tangents;
  40934. if (tangents) {
  40935. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40936. }
  40937. // uvs
  40938. var uvs = parsedVertexData.uvs;
  40939. if (uvs) {
  40940. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40941. }
  40942. // uv2s
  40943. var uv2s = parsedVertexData.uv2s;
  40944. if (uv2s) {
  40945. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40946. }
  40947. // uv3s
  40948. var uv3s = parsedVertexData.uv3s;
  40949. if (uv3s) {
  40950. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40951. }
  40952. // uv4s
  40953. var uv4s = parsedVertexData.uv4s;
  40954. if (uv4s) {
  40955. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40956. }
  40957. // uv5s
  40958. var uv5s = parsedVertexData.uv5s;
  40959. if (uv5s) {
  40960. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40961. }
  40962. // uv6s
  40963. var uv6s = parsedVertexData.uv6s;
  40964. if (uv6s) {
  40965. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40966. }
  40967. // colors
  40968. var colors = parsedVertexData.colors;
  40969. if (colors) {
  40970. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40971. }
  40972. // matricesIndices
  40973. var matricesIndices = parsedVertexData.matricesIndices;
  40974. if (matricesIndices) {
  40975. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40976. }
  40977. // matricesWeights
  40978. var matricesWeights = parsedVertexData.matricesWeights;
  40979. if (matricesWeights) {
  40980. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40981. }
  40982. // indices
  40983. var indices = parsedVertexData.indices;
  40984. if (indices) {
  40985. vertexData.indices = indices;
  40986. }
  40987. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40988. };
  40989. return VertexData;
  40990. }());
  40991. BABYLON.VertexData = VertexData;
  40992. })(BABYLON || (BABYLON = {}));
  40993. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40994. var BABYLON;
  40995. (function (BABYLON) {
  40996. /**
  40997. * Class used to store geometry data (vertex buffers + index buffer)
  40998. */
  40999. var Geometry = /** @class */ (function () {
  41000. /**
  41001. * Creates a new geometry
  41002. * @param id defines the unique ID
  41003. * @param scene defines the hosting scene
  41004. * @param vertexData defines the VertexData used to get geometry data
  41005. * @param updatable defines if geometry must be updatable (false by default)
  41006. * @param mesh defines the mesh that will be associated with the geometry
  41007. */
  41008. function Geometry(id, scene, vertexData, updatable, mesh) {
  41009. if (updatable === void 0) { updatable = false; }
  41010. if (mesh === void 0) { mesh = null; }
  41011. /**
  41012. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41013. */
  41014. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41015. this._totalVertices = 0;
  41016. this._isDisposed = false;
  41017. this._indexBufferIsUpdatable = false;
  41018. this.id = id;
  41019. this.uniqueId = scene.getUniqueId();
  41020. this._engine = scene.getEngine();
  41021. this._meshes = [];
  41022. this._scene = scene;
  41023. //Init vertex buffer cache
  41024. this._vertexBuffers = {};
  41025. this._indices = [];
  41026. this._updatable = updatable;
  41027. // vertexData
  41028. if (vertexData) {
  41029. this.setAllVerticesData(vertexData, updatable);
  41030. }
  41031. else {
  41032. this._totalVertices = 0;
  41033. this._indices = [];
  41034. }
  41035. if (this._engine.getCaps().vertexArrayObject) {
  41036. this._vertexArrayObjects = {};
  41037. }
  41038. // applyToMesh
  41039. if (mesh) {
  41040. this.applyToMesh(mesh);
  41041. mesh.computeWorldMatrix(true);
  41042. }
  41043. }
  41044. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41045. /**
  41046. * 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
  41047. */
  41048. get: function () {
  41049. return this._boundingBias;
  41050. },
  41051. /**
  41052. * 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
  41053. */
  41054. set: function (value) {
  41055. if (this._boundingBias) {
  41056. this._boundingBias.copyFrom(value);
  41057. }
  41058. else {
  41059. this._boundingBias = value.clone();
  41060. }
  41061. this._updateBoundingInfo(true, null);
  41062. },
  41063. enumerable: true,
  41064. configurable: true
  41065. });
  41066. /**
  41067. * Static function used to attach a new empty geometry to a mesh
  41068. * @param mesh defines the mesh to attach the geometry to
  41069. * @returns the new Geometry
  41070. */
  41071. Geometry.CreateGeometryForMesh = function (mesh) {
  41072. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41073. geometry.applyToMesh(mesh);
  41074. return geometry;
  41075. };
  41076. Object.defineProperty(Geometry.prototype, "extend", {
  41077. /**
  41078. * Gets the current extend of the geometry
  41079. */
  41080. get: function () {
  41081. return this._extend;
  41082. },
  41083. enumerable: true,
  41084. configurable: true
  41085. });
  41086. /**
  41087. * Gets the hosting scene
  41088. * @returns the hosting Scene
  41089. */
  41090. Geometry.prototype.getScene = function () {
  41091. return this._scene;
  41092. };
  41093. /**
  41094. * Gets the hosting engine
  41095. * @returns the hosting Engine
  41096. */
  41097. Geometry.prototype.getEngine = function () {
  41098. return this._engine;
  41099. };
  41100. /**
  41101. * Defines if the geometry is ready to use
  41102. * @returns true if the geometry is ready to be used
  41103. */
  41104. Geometry.prototype.isReady = function () {
  41105. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41106. };
  41107. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41108. /**
  41109. * Gets a value indicating that the geometry should not be serialized
  41110. */
  41111. get: function () {
  41112. for (var index = 0; index < this._meshes.length; index++) {
  41113. if (!this._meshes[index].doNotSerialize) {
  41114. return false;
  41115. }
  41116. }
  41117. return true;
  41118. },
  41119. enumerable: true,
  41120. configurable: true
  41121. });
  41122. /** @hidden */
  41123. Geometry.prototype._rebuild = function () {
  41124. if (this._vertexArrayObjects) {
  41125. this._vertexArrayObjects = {};
  41126. }
  41127. // Index buffer
  41128. if (this._meshes.length !== 0 && this._indices) {
  41129. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41130. }
  41131. // Vertex buffers
  41132. for (var key in this._vertexBuffers) {
  41133. var vertexBuffer = this._vertexBuffers[key];
  41134. vertexBuffer._rebuild();
  41135. }
  41136. };
  41137. /**
  41138. * Affects all geometry data in one call
  41139. * @param vertexData defines the geometry data
  41140. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41141. */
  41142. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41143. vertexData.applyToGeometry(this, updatable);
  41144. this.notifyUpdate();
  41145. };
  41146. /**
  41147. * Set specific vertex data
  41148. * @param kind defines the data kind (Position, normal, etc...)
  41149. * @param data defines the vertex data to use
  41150. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41151. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41152. */
  41153. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41154. if (updatable === void 0) { updatable = false; }
  41155. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41156. this.setVerticesBuffer(buffer);
  41157. };
  41158. /**
  41159. * Removes a specific vertex data
  41160. * @param kind defines the data kind (Position, normal, etc...)
  41161. */
  41162. Geometry.prototype.removeVerticesData = function (kind) {
  41163. if (this._vertexBuffers[kind]) {
  41164. this._vertexBuffers[kind].dispose();
  41165. delete this._vertexBuffers[kind];
  41166. }
  41167. };
  41168. /**
  41169. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41170. * @param buffer defines the vertex buffer to use
  41171. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41172. */
  41173. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41174. if (totalVertices === void 0) { totalVertices = null; }
  41175. var kind = buffer.getKind();
  41176. if (this._vertexBuffers[kind]) {
  41177. this._vertexBuffers[kind].dispose();
  41178. }
  41179. this._vertexBuffers[kind] = buffer;
  41180. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41181. var data = buffer.getData();
  41182. if (totalVertices != null) {
  41183. this._totalVertices = totalVertices;
  41184. }
  41185. else {
  41186. if (data != null) {
  41187. this._totalVertices = data.length / (buffer.byteStride / 4);
  41188. }
  41189. }
  41190. this._updateExtend(data);
  41191. this._resetPointsArrayCache();
  41192. var meshes = this._meshes;
  41193. var numOfMeshes = meshes.length;
  41194. for (var index = 0; index < numOfMeshes; index++) {
  41195. var mesh = meshes[index];
  41196. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41197. mesh._createGlobalSubMesh(false);
  41198. mesh.computeWorldMatrix(true);
  41199. }
  41200. }
  41201. this.notifyUpdate(kind);
  41202. if (this._vertexArrayObjects) {
  41203. this._disposeVertexArrayObjects();
  41204. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41205. }
  41206. };
  41207. /**
  41208. * Update a specific vertex buffer
  41209. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41210. * It will do nothing if the buffer is not updatable
  41211. * @param kind defines the data kind (Position, normal, etc...)
  41212. * @param data defines the data to use
  41213. * @param offset defines the offset in the target buffer where to store the data
  41214. * @param useBytes set to true if the offset is in bytes
  41215. */
  41216. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41217. if (useBytes === void 0) { useBytes = false; }
  41218. var vertexBuffer = this.getVertexBuffer(kind);
  41219. if (!vertexBuffer) {
  41220. return;
  41221. }
  41222. vertexBuffer.updateDirectly(data, offset, useBytes);
  41223. this.notifyUpdate(kind);
  41224. };
  41225. /**
  41226. * Update a specific vertex buffer
  41227. * This function will create a new buffer if the current one is not updatable
  41228. * @param kind defines the data kind (Position, normal, etc...)
  41229. * @param data defines the data to use
  41230. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41231. */
  41232. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41233. if (updateExtends === void 0) { updateExtends = false; }
  41234. var vertexBuffer = this.getVertexBuffer(kind);
  41235. if (!vertexBuffer) {
  41236. return;
  41237. }
  41238. vertexBuffer.update(data);
  41239. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41240. this._updateBoundingInfo(updateExtends, data);
  41241. }
  41242. this.notifyUpdate(kind);
  41243. };
  41244. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41245. if (updateExtends) {
  41246. this._updateExtend(data);
  41247. }
  41248. this._resetPointsArrayCache();
  41249. if (updateExtends) {
  41250. var meshes = this._meshes;
  41251. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41252. var mesh = meshes_1[_i];
  41253. if (mesh._boundingInfo) {
  41254. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41255. }
  41256. else {
  41257. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41258. }
  41259. var subMeshes = mesh.subMeshes;
  41260. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41261. var subMesh = subMeshes_1[_a];
  41262. subMesh.refreshBoundingInfo();
  41263. }
  41264. }
  41265. }
  41266. };
  41267. /** @hidden */
  41268. Geometry.prototype._bind = function (effect, indexToBind) {
  41269. if (!effect) {
  41270. return;
  41271. }
  41272. if (indexToBind === undefined) {
  41273. indexToBind = this._indexBuffer;
  41274. }
  41275. var vbs = this.getVertexBuffers();
  41276. if (!vbs) {
  41277. return;
  41278. }
  41279. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41280. this._engine.bindBuffers(vbs, indexToBind, effect);
  41281. return;
  41282. }
  41283. // Using VAO
  41284. if (!this._vertexArrayObjects[effect.key]) {
  41285. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41286. }
  41287. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41288. };
  41289. /**
  41290. * Gets total number of vertices
  41291. * @returns the total number of vertices
  41292. */
  41293. Geometry.prototype.getTotalVertices = function () {
  41294. if (!this.isReady()) {
  41295. return 0;
  41296. }
  41297. return this._totalVertices;
  41298. };
  41299. /**
  41300. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41301. * @param kind defines the data kind (Position, normal, etc...)
  41302. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41303. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41304. * @returns a float array containing vertex data
  41305. */
  41306. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41307. var vertexBuffer = this.getVertexBuffer(kind);
  41308. if (!vertexBuffer) {
  41309. return null;
  41310. }
  41311. var data = vertexBuffer.getData();
  41312. if (!data) {
  41313. return null;
  41314. }
  41315. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41316. var count = this._totalVertices * vertexBuffer.getSize();
  41317. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41318. var copy_1 = [];
  41319. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41320. return copy_1;
  41321. }
  41322. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41323. if (data instanceof Array) {
  41324. var offset = vertexBuffer.byteOffset / 4;
  41325. return BABYLON.Tools.Slice(data, offset, offset + count);
  41326. }
  41327. else if (data instanceof ArrayBuffer) {
  41328. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41329. }
  41330. else {
  41331. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41332. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41333. var result = new Float32Array(count);
  41334. var source = new Float32Array(data.buffer, offset, count);
  41335. result.set(source);
  41336. return result;
  41337. }
  41338. return new Float32Array(data.buffer, offset, count);
  41339. }
  41340. }
  41341. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41342. return BABYLON.Tools.Slice(data);
  41343. }
  41344. return data;
  41345. };
  41346. /**
  41347. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41348. * @param kind defines the data kind (Position, normal, etc...)
  41349. * @returns true if the vertex buffer with the specified kind is updatable
  41350. */
  41351. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41352. var vb = this._vertexBuffers[kind];
  41353. if (!vb) {
  41354. return false;
  41355. }
  41356. return vb.isUpdatable();
  41357. };
  41358. /**
  41359. * Gets a specific vertex buffer
  41360. * @param kind defines the data kind (Position, normal, etc...)
  41361. * @returns a VertexBuffer
  41362. */
  41363. Geometry.prototype.getVertexBuffer = function (kind) {
  41364. if (!this.isReady()) {
  41365. return null;
  41366. }
  41367. return this._vertexBuffers[kind];
  41368. };
  41369. /**
  41370. * Returns all vertex buffers
  41371. * @return an object holding all vertex buffers indexed by kind
  41372. */
  41373. Geometry.prototype.getVertexBuffers = function () {
  41374. if (!this.isReady()) {
  41375. return null;
  41376. }
  41377. return this._vertexBuffers;
  41378. };
  41379. /**
  41380. * Gets a boolean indicating if specific vertex buffer is present
  41381. * @param kind defines the data kind (Position, normal, etc...)
  41382. * @returns true if data is present
  41383. */
  41384. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41385. if (!this._vertexBuffers) {
  41386. if (this._delayInfo) {
  41387. return this._delayInfo.indexOf(kind) !== -1;
  41388. }
  41389. return false;
  41390. }
  41391. return this._vertexBuffers[kind] !== undefined;
  41392. };
  41393. /**
  41394. * Gets a list of all attached data kinds (Position, normal, etc...)
  41395. * @returns a list of string containing all kinds
  41396. */
  41397. Geometry.prototype.getVerticesDataKinds = function () {
  41398. var result = [];
  41399. var kind;
  41400. if (!this._vertexBuffers && this._delayInfo) {
  41401. for (kind in this._delayInfo) {
  41402. result.push(kind);
  41403. }
  41404. }
  41405. else {
  41406. for (kind in this._vertexBuffers) {
  41407. result.push(kind);
  41408. }
  41409. }
  41410. return result;
  41411. };
  41412. /**
  41413. * Update index buffer
  41414. * @param indices defines the indices to store in the index buffer
  41415. * @param offset defines the offset in the target buffer where to store the data
  41416. */
  41417. Geometry.prototype.updateIndices = function (indices, offset) {
  41418. if (!this._indexBuffer) {
  41419. return;
  41420. }
  41421. if (!this._indexBufferIsUpdatable) {
  41422. this.setIndices(indices, null, true);
  41423. }
  41424. else {
  41425. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41426. }
  41427. };
  41428. /**
  41429. * Creates a new index buffer
  41430. * @param indices defines the indices to store in the index buffer
  41431. * @param totalVertices defines the total number of vertices (could be null)
  41432. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41433. */
  41434. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41435. if (totalVertices === void 0) { totalVertices = null; }
  41436. if (updatable === void 0) { updatable = false; }
  41437. if (this._indexBuffer) {
  41438. this._engine._releaseBuffer(this._indexBuffer);
  41439. }
  41440. this._disposeVertexArrayObjects();
  41441. this._indices = indices;
  41442. this._indexBufferIsUpdatable = updatable;
  41443. if (this._meshes.length !== 0 && this._indices) {
  41444. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41445. }
  41446. if (totalVertices != undefined) { // including null and undefined
  41447. this._totalVertices = totalVertices;
  41448. }
  41449. var meshes = this._meshes;
  41450. var numOfMeshes = meshes.length;
  41451. for (var index = 0; index < numOfMeshes; index++) {
  41452. meshes[index]._createGlobalSubMesh(true);
  41453. }
  41454. this.notifyUpdate();
  41455. };
  41456. /**
  41457. * Return the total number of indices
  41458. * @returns the total number of indices
  41459. */
  41460. Geometry.prototype.getTotalIndices = function () {
  41461. if (!this.isReady()) {
  41462. return 0;
  41463. }
  41464. return this._indices.length;
  41465. };
  41466. /**
  41467. * Gets the index buffer array
  41468. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41469. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41470. * @returns the index buffer array
  41471. */
  41472. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41473. if (!this.isReady()) {
  41474. return null;
  41475. }
  41476. var orig = this._indices;
  41477. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41478. return orig;
  41479. }
  41480. else {
  41481. var len = orig.length;
  41482. var copy = [];
  41483. for (var i = 0; i < len; i++) {
  41484. copy.push(orig[i]);
  41485. }
  41486. return copy;
  41487. }
  41488. };
  41489. /**
  41490. * Gets the index buffer
  41491. * @return the index buffer
  41492. */
  41493. Geometry.prototype.getIndexBuffer = function () {
  41494. if (!this.isReady()) {
  41495. return null;
  41496. }
  41497. return this._indexBuffer;
  41498. };
  41499. /** @hidden */
  41500. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41501. if (effect === void 0) { effect = null; }
  41502. if (!effect || !this._vertexArrayObjects) {
  41503. return;
  41504. }
  41505. if (this._vertexArrayObjects[effect.key]) {
  41506. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41507. delete this._vertexArrayObjects[effect.key];
  41508. }
  41509. };
  41510. /**
  41511. * Release the associated resources for a specific mesh
  41512. * @param mesh defines the source mesh
  41513. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41514. */
  41515. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41516. var meshes = this._meshes;
  41517. var index = meshes.indexOf(mesh);
  41518. if (index === -1) {
  41519. return;
  41520. }
  41521. meshes.splice(index, 1);
  41522. mesh._geometry = null;
  41523. if (meshes.length === 0 && shouldDispose) {
  41524. this.dispose();
  41525. }
  41526. };
  41527. /**
  41528. * Apply current geometry to a given mesh
  41529. * @param mesh defines the mesh to apply geometry to
  41530. */
  41531. Geometry.prototype.applyToMesh = function (mesh) {
  41532. if (mesh._geometry === this) {
  41533. return;
  41534. }
  41535. var previousGeometry = mesh._geometry;
  41536. if (previousGeometry) {
  41537. previousGeometry.releaseForMesh(mesh);
  41538. }
  41539. var meshes = this._meshes;
  41540. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41541. mesh._geometry = this;
  41542. this._scene.pushGeometry(this);
  41543. meshes.push(mesh);
  41544. if (this.isReady()) {
  41545. this._applyToMesh(mesh);
  41546. }
  41547. else {
  41548. mesh._boundingInfo = this._boundingInfo;
  41549. }
  41550. };
  41551. Geometry.prototype._updateExtend = function (data) {
  41552. if (data === void 0) { data = null; }
  41553. if (!data) {
  41554. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41555. }
  41556. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41557. };
  41558. Geometry.prototype._applyToMesh = function (mesh) {
  41559. var numOfMeshes = this._meshes.length;
  41560. // vertexBuffers
  41561. for (var kind in this._vertexBuffers) {
  41562. if (numOfMeshes === 1) {
  41563. this._vertexBuffers[kind].create();
  41564. }
  41565. var buffer = this._vertexBuffers[kind].getBuffer();
  41566. if (buffer) {
  41567. buffer.references = numOfMeshes;
  41568. }
  41569. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41570. if (!this._extend) {
  41571. this._updateExtend();
  41572. }
  41573. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41574. mesh._createGlobalSubMesh(false);
  41575. //bounding info was just created again, world matrix should be applied again.
  41576. mesh._updateBoundingInfo();
  41577. }
  41578. }
  41579. // indexBuffer
  41580. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41581. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41582. }
  41583. if (this._indexBuffer) {
  41584. this._indexBuffer.references = numOfMeshes;
  41585. }
  41586. // morphTargets
  41587. mesh._syncGeometryWithMorphTargetManager();
  41588. // instances
  41589. mesh.synchronizeInstances();
  41590. };
  41591. Geometry.prototype.notifyUpdate = function (kind) {
  41592. if (this.onGeometryUpdated) {
  41593. this.onGeometryUpdated(this, kind);
  41594. }
  41595. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41596. var mesh = _a[_i];
  41597. mesh._markSubMeshesAsAttributesDirty();
  41598. }
  41599. };
  41600. /**
  41601. * Load the geometry if it was flagged as delay loaded
  41602. * @param scene defines the hosting scene
  41603. * @param onLoaded defines a callback called when the geometry is loaded
  41604. */
  41605. Geometry.prototype.load = function (scene, onLoaded) {
  41606. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41607. return;
  41608. }
  41609. if (this.isReady()) {
  41610. if (onLoaded) {
  41611. onLoaded();
  41612. }
  41613. return;
  41614. }
  41615. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41616. this._queueLoad(scene, onLoaded);
  41617. };
  41618. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41619. var _this = this;
  41620. if (!this.delayLoadingFile) {
  41621. return;
  41622. }
  41623. scene._addPendingData(this);
  41624. scene._loadFile(this.delayLoadingFile, function (data) {
  41625. if (!_this._delayLoadingFunction) {
  41626. return;
  41627. }
  41628. _this._delayLoadingFunction(JSON.parse(data), _this);
  41629. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41630. _this._delayInfo = [];
  41631. scene._removePendingData(_this);
  41632. var meshes = _this._meshes;
  41633. var numOfMeshes = meshes.length;
  41634. for (var index = 0; index < numOfMeshes; index++) {
  41635. _this._applyToMesh(meshes[index]);
  41636. }
  41637. if (onLoaded) {
  41638. onLoaded();
  41639. }
  41640. }, undefined, true);
  41641. };
  41642. /**
  41643. * Invert the geometry to move from a right handed system to a left handed one.
  41644. */
  41645. Geometry.prototype.toLeftHanded = function () {
  41646. // Flip faces
  41647. var tIndices = this.getIndices(false);
  41648. if (tIndices != null && tIndices.length > 0) {
  41649. for (var i = 0; i < tIndices.length; i += 3) {
  41650. var tTemp = tIndices[i + 0];
  41651. tIndices[i + 0] = tIndices[i + 2];
  41652. tIndices[i + 2] = tTemp;
  41653. }
  41654. this.setIndices(tIndices);
  41655. }
  41656. // Negate position.z
  41657. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41658. if (tPositions != null && tPositions.length > 0) {
  41659. for (var i = 0; i < tPositions.length; i += 3) {
  41660. tPositions[i + 2] = -tPositions[i + 2];
  41661. }
  41662. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41663. }
  41664. // Negate normal.z
  41665. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41666. if (tNormals != null && tNormals.length > 0) {
  41667. for (var i = 0; i < tNormals.length; i += 3) {
  41668. tNormals[i + 2] = -tNormals[i + 2];
  41669. }
  41670. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41671. }
  41672. };
  41673. // Cache
  41674. /** @hidden */
  41675. Geometry.prototype._resetPointsArrayCache = function () {
  41676. this._positions = null;
  41677. };
  41678. /** @hidden */
  41679. Geometry.prototype._generatePointsArray = function () {
  41680. if (this._positions) {
  41681. return true;
  41682. }
  41683. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41684. if (!data || data.length === 0) {
  41685. return false;
  41686. }
  41687. this._positions = [];
  41688. for (var index = 0; index < data.length; index += 3) {
  41689. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41690. }
  41691. return true;
  41692. };
  41693. /**
  41694. * Gets a value indicating if the geometry is disposed
  41695. * @returns true if the geometry was disposed
  41696. */
  41697. Geometry.prototype.isDisposed = function () {
  41698. return this._isDisposed;
  41699. };
  41700. Geometry.prototype._disposeVertexArrayObjects = function () {
  41701. if (this._vertexArrayObjects) {
  41702. for (var kind in this._vertexArrayObjects) {
  41703. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41704. }
  41705. this._vertexArrayObjects = {};
  41706. }
  41707. };
  41708. /**
  41709. * Free all associated resources
  41710. */
  41711. Geometry.prototype.dispose = function () {
  41712. var meshes = this._meshes;
  41713. var numOfMeshes = meshes.length;
  41714. var index;
  41715. for (index = 0; index < numOfMeshes; index++) {
  41716. this.releaseForMesh(meshes[index]);
  41717. }
  41718. this._meshes = [];
  41719. this._disposeVertexArrayObjects();
  41720. for (var kind in this._vertexBuffers) {
  41721. this._vertexBuffers[kind].dispose();
  41722. }
  41723. this._vertexBuffers = {};
  41724. this._totalVertices = 0;
  41725. if (this._indexBuffer) {
  41726. this._engine._releaseBuffer(this._indexBuffer);
  41727. }
  41728. this._indexBuffer = null;
  41729. this._indices = [];
  41730. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41731. this.delayLoadingFile = null;
  41732. this._delayLoadingFunction = null;
  41733. this._delayInfo = [];
  41734. this._boundingInfo = null;
  41735. this._scene.removeGeometry(this);
  41736. this._isDisposed = true;
  41737. };
  41738. /**
  41739. * Clone the current geometry into a new geometry
  41740. * @param id defines the unique ID of the new geometry
  41741. * @returns a new geometry object
  41742. */
  41743. Geometry.prototype.copy = function (id) {
  41744. var vertexData = new BABYLON.VertexData();
  41745. vertexData.indices = [];
  41746. var indices = this.getIndices();
  41747. if (indices) {
  41748. for (var index = 0; index < indices.length; index++) {
  41749. vertexData.indices.push(indices[index]);
  41750. }
  41751. }
  41752. var updatable = false;
  41753. var stopChecking = false;
  41754. var kind;
  41755. for (kind in this._vertexBuffers) {
  41756. // using slice() to make a copy of the array and not just reference it
  41757. var data = this.getVerticesData(kind);
  41758. if (data instanceof Float32Array) {
  41759. vertexData.set(new Float32Array(data), kind);
  41760. }
  41761. else {
  41762. vertexData.set(data.slice(0), kind);
  41763. }
  41764. if (!stopChecking) {
  41765. var vb = this.getVertexBuffer(kind);
  41766. if (vb) {
  41767. updatable = vb.isUpdatable();
  41768. stopChecking = !updatable;
  41769. }
  41770. }
  41771. }
  41772. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41773. geometry.delayLoadState = this.delayLoadState;
  41774. geometry.delayLoadingFile = this.delayLoadingFile;
  41775. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41776. for (kind in this._delayInfo) {
  41777. geometry._delayInfo = geometry._delayInfo || [];
  41778. geometry._delayInfo.push(kind);
  41779. }
  41780. // Bounding info
  41781. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41782. return geometry;
  41783. };
  41784. /**
  41785. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41786. * @return a JSON representation of the current geometry data (without the vertices data)
  41787. */
  41788. Geometry.prototype.serialize = function () {
  41789. var serializationObject = {};
  41790. serializationObject.id = this.id;
  41791. serializationObject.updatable = this._updatable;
  41792. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41793. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41794. }
  41795. return serializationObject;
  41796. };
  41797. Geometry.prototype.toNumberArray = function (origin) {
  41798. if (Array.isArray(origin)) {
  41799. return origin;
  41800. }
  41801. else {
  41802. return Array.prototype.slice.call(origin);
  41803. }
  41804. };
  41805. /**
  41806. * Serialize all vertices data into a JSON oject
  41807. * @returns a JSON representation of the current geometry data
  41808. */
  41809. Geometry.prototype.serializeVerticeData = function () {
  41810. var serializationObject = this.serialize();
  41811. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41812. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41813. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41814. serializationObject.positions._updatable = true;
  41815. }
  41816. }
  41817. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41818. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41819. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41820. serializationObject.normals._updatable = true;
  41821. }
  41822. }
  41823. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41824. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41825. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41826. serializationObject.tangets._updatable = true;
  41827. }
  41828. }
  41829. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41830. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41831. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41832. serializationObject.uvs._updatable = true;
  41833. }
  41834. }
  41835. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41836. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41837. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41838. serializationObject.uv2s._updatable = true;
  41839. }
  41840. }
  41841. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41842. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41843. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41844. serializationObject.uv3s._updatable = true;
  41845. }
  41846. }
  41847. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41848. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41849. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41850. serializationObject.uv4s._updatable = true;
  41851. }
  41852. }
  41853. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41854. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41855. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41856. serializationObject.uv5s._updatable = true;
  41857. }
  41858. }
  41859. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41860. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41861. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41862. serializationObject.uv6s._updatable = true;
  41863. }
  41864. }
  41865. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41866. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41867. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41868. serializationObject.colors._updatable = true;
  41869. }
  41870. }
  41871. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41872. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41873. serializationObject.matricesIndices._isExpanded = true;
  41874. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41875. serializationObject.matricesIndices._updatable = true;
  41876. }
  41877. }
  41878. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41879. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41880. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41881. serializationObject.matricesWeights._updatable = true;
  41882. }
  41883. }
  41884. serializationObject.indices = this.toNumberArray(this.getIndices());
  41885. return serializationObject;
  41886. };
  41887. // Statics
  41888. /**
  41889. * Extracts a clone of a mesh geometry
  41890. * @param mesh defines the source mesh
  41891. * @param id defines the unique ID of the new geometry object
  41892. * @returns the new geometry object
  41893. */
  41894. Geometry.ExtractFromMesh = function (mesh, id) {
  41895. var geometry = mesh._geometry;
  41896. if (!geometry) {
  41897. return null;
  41898. }
  41899. return geometry.copy(id);
  41900. };
  41901. /**
  41902. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41903. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41904. * Be aware Math.random() could cause collisions, but:
  41905. * "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"
  41906. * @returns a string containing a new GUID
  41907. */
  41908. Geometry.RandomId = function () {
  41909. return BABYLON.Tools.RandomId();
  41910. };
  41911. /** @hidden */
  41912. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41913. var scene = mesh.getScene();
  41914. // Geometry
  41915. var geometryId = parsedGeometry.geometryId;
  41916. if (geometryId) {
  41917. var geometry = scene.getGeometryByID(geometryId);
  41918. if (geometry) {
  41919. geometry.applyToMesh(mesh);
  41920. }
  41921. }
  41922. else if (parsedGeometry instanceof ArrayBuffer) {
  41923. var binaryInfo = mesh._binaryInfo;
  41924. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41925. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41926. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41927. }
  41928. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41929. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41930. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41931. }
  41932. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41933. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41934. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41935. }
  41936. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41937. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41938. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41939. }
  41940. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41941. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41942. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41943. }
  41944. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41945. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41946. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41947. }
  41948. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41949. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41950. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41951. }
  41952. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41953. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41954. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41955. }
  41956. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41957. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41958. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41959. }
  41960. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41961. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41962. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41963. }
  41964. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41965. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41966. var floatIndices = [];
  41967. for (var i = 0; i < matricesIndicesData.length; i++) {
  41968. var index = matricesIndicesData[i];
  41969. floatIndices.push(index & 0x000000FF);
  41970. floatIndices.push((index & 0x0000FF00) >> 8);
  41971. floatIndices.push((index & 0x00FF0000) >> 16);
  41972. floatIndices.push(index >> 24);
  41973. }
  41974. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41975. }
  41976. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41977. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41978. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41979. }
  41980. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41981. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41982. mesh.setIndices(indicesData, null);
  41983. }
  41984. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41985. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41986. mesh.subMeshes = [];
  41987. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41988. var materialIndex = subMeshesData[(i * 5) + 0];
  41989. var verticesStart = subMeshesData[(i * 5) + 1];
  41990. var verticesCount = subMeshesData[(i * 5) + 2];
  41991. var indexStart = subMeshesData[(i * 5) + 3];
  41992. var indexCount = subMeshesData[(i * 5) + 4];
  41993. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41994. }
  41995. }
  41996. }
  41997. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41998. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41999. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42000. if (parsedGeometry.tangents) {
  42001. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42002. }
  42003. if (parsedGeometry.uvs) {
  42004. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42005. }
  42006. if (parsedGeometry.uvs2) {
  42007. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42008. }
  42009. if (parsedGeometry.uvs3) {
  42010. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42011. }
  42012. if (parsedGeometry.uvs4) {
  42013. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42014. }
  42015. if (parsedGeometry.uvs5) {
  42016. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42017. }
  42018. if (parsedGeometry.uvs6) {
  42019. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42020. }
  42021. if (parsedGeometry.colors) {
  42022. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42023. }
  42024. if (parsedGeometry.matricesIndices) {
  42025. if (!parsedGeometry.matricesIndices._isExpanded) {
  42026. var floatIndices = [];
  42027. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42028. var matricesIndex = parsedGeometry.matricesIndices[i];
  42029. floatIndices.push(matricesIndex & 0x000000FF);
  42030. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42031. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42032. floatIndices.push(matricesIndex >> 24);
  42033. }
  42034. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42035. }
  42036. else {
  42037. delete parsedGeometry.matricesIndices._isExpanded;
  42038. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42039. }
  42040. }
  42041. if (parsedGeometry.matricesIndicesExtra) {
  42042. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42043. var floatIndices = [];
  42044. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42045. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42046. floatIndices.push(matricesIndex & 0x000000FF);
  42047. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42048. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42049. floatIndices.push(matricesIndex >> 24);
  42050. }
  42051. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42052. }
  42053. else {
  42054. delete parsedGeometry.matricesIndices._isExpanded;
  42055. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42056. }
  42057. }
  42058. if (parsedGeometry.matricesWeights) {
  42059. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42060. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42061. }
  42062. if (parsedGeometry.matricesWeightsExtra) {
  42063. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42064. }
  42065. mesh.setIndices(parsedGeometry.indices, null);
  42066. }
  42067. // SubMeshes
  42068. if (parsedGeometry.subMeshes) {
  42069. mesh.subMeshes = [];
  42070. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42071. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42072. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42073. }
  42074. }
  42075. // Flat shading
  42076. if (mesh._shouldGenerateFlatShading) {
  42077. mesh.convertToFlatShadedMesh();
  42078. delete mesh._shouldGenerateFlatShading;
  42079. }
  42080. // Update
  42081. mesh.computeWorldMatrix(true);
  42082. scene.onMeshImportedObservable.notifyObservers(mesh);
  42083. };
  42084. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42085. var epsilon = 1e-3;
  42086. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42087. return;
  42088. }
  42089. var noInfluenceBoneIndex = 0.0;
  42090. if (parsedGeometry.skeletonId > -1) {
  42091. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42092. if (!skeleton) {
  42093. return;
  42094. }
  42095. noInfluenceBoneIndex = skeleton.bones.length;
  42096. }
  42097. else {
  42098. return;
  42099. }
  42100. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42101. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42102. var matricesWeights = parsedGeometry.matricesWeights;
  42103. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42104. var influencers = parsedGeometry.numBoneInfluencer;
  42105. var size = matricesWeights.length;
  42106. for (var i = 0; i < size; i += 4) {
  42107. var weight = 0.0;
  42108. var firstZeroWeight = -1;
  42109. for (var j = 0; j < 4; j++) {
  42110. var w = matricesWeights[i + j];
  42111. weight += w;
  42112. if (w < epsilon && firstZeroWeight < 0) {
  42113. firstZeroWeight = j;
  42114. }
  42115. }
  42116. if (matricesWeightsExtra) {
  42117. for (var j = 0; j < 4; j++) {
  42118. var w = matricesWeightsExtra[i + j];
  42119. weight += w;
  42120. if (w < epsilon && firstZeroWeight < 0) {
  42121. firstZeroWeight = j + 4;
  42122. }
  42123. }
  42124. }
  42125. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42126. firstZeroWeight = influencers - 1;
  42127. }
  42128. if (weight > epsilon) {
  42129. var mweight = 1.0 / weight;
  42130. for (var j = 0; j < 4; j++) {
  42131. matricesWeights[i + j] *= mweight;
  42132. }
  42133. if (matricesWeightsExtra) {
  42134. for (var j = 0; j < 4; j++) {
  42135. matricesWeightsExtra[i + j] *= mweight;
  42136. }
  42137. }
  42138. }
  42139. else {
  42140. if (firstZeroWeight >= 4) {
  42141. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42142. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42143. }
  42144. else {
  42145. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42146. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42147. }
  42148. }
  42149. }
  42150. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42151. if (parsedGeometry.matricesWeightsExtra) {
  42152. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42153. }
  42154. };
  42155. /**
  42156. * Create a new geometry from persisted data (Using .babylon file format)
  42157. * @param parsedVertexData defines the persisted data
  42158. * @param scene defines the hosting scene
  42159. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42160. * @returns the new geometry object
  42161. */
  42162. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42163. if (scene.getGeometryByID(parsedVertexData.id)) {
  42164. return null; // null since geometry could be something else than a box...
  42165. }
  42166. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42167. if (BABYLON.Tags) {
  42168. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42169. }
  42170. if (parsedVertexData.delayLoadingFile) {
  42171. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42172. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42173. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42174. geometry._delayInfo = [];
  42175. if (parsedVertexData.hasUVs) {
  42176. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42177. }
  42178. if (parsedVertexData.hasUVs2) {
  42179. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42180. }
  42181. if (parsedVertexData.hasUVs3) {
  42182. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42183. }
  42184. if (parsedVertexData.hasUVs4) {
  42185. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42186. }
  42187. if (parsedVertexData.hasUVs5) {
  42188. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42189. }
  42190. if (parsedVertexData.hasUVs6) {
  42191. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42192. }
  42193. if (parsedVertexData.hasColors) {
  42194. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42195. }
  42196. if (parsedVertexData.hasMatricesIndices) {
  42197. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42198. }
  42199. if (parsedVertexData.hasMatricesWeights) {
  42200. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42201. }
  42202. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42203. }
  42204. else {
  42205. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42206. }
  42207. scene.pushGeometry(geometry, true);
  42208. return geometry;
  42209. };
  42210. return Geometry;
  42211. }());
  42212. BABYLON.Geometry = Geometry;
  42213. // Primitives
  42214. /// Abstract class
  42215. /**
  42216. * Abstract class used to provide common services for all typed geometries
  42217. * @hidden
  42218. */
  42219. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42220. __extends(_PrimitiveGeometry, _super);
  42221. /**
  42222. * Creates a new typed geometry
  42223. * @param id defines the unique ID of the geometry
  42224. * @param scene defines the hosting scene
  42225. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42226. * @param mesh defines the hosting mesh (can be null)
  42227. */
  42228. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42229. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42230. if (mesh === void 0) { mesh = null; }
  42231. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42232. _this._canBeRegenerated = _canBeRegenerated;
  42233. _this._beingRegenerated = true;
  42234. _this.regenerate();
  42235. _this._beingRegenerated = false;
  42236. return _this;
  42237. }
  42238. /**
  42239. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42240. * @returns true if the geometry can be regenerated
  42241. */
  42242. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42243. return this._canBeRegenerated;
  42244. };
  42245. /**
  42246. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42247. */
  42248. _PrimitiveGeometry.prototype.regenerate = function () {
  42249. if (!this._canBeRegenerated) {
  42250. return;
  42251. }
  42252. this._beingRegenerated = true;
  42253. this.setAllVerticesData(this._regenerateVertexData(), false);
  42254. this._beingRegenerated = false;
  42255. };
  42256. /**
  42257. * Clone the geometry
  42258. * @param id defines the unique ID of the new geometry
  42259. * @returns the new geometry
  42260. */
  42261. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42262. return _super.prototype.copy.call(this, id);
  42263. };
  42264. // overrides
  42265. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42266. if (!this._beingRegenerated) {
  42267. return;
  42268. }
  42269. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42270. };
  42271. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42272. if (!this._beingRegenerated) {
  42273. return;
  42274. }
  42275. _super.prototype.setVerticesData.call(this, kind, data, false);
  42276. };
  42277. // to override
  42278. /** @hidden */
  42279. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42280. throw new Error("Abstract method");
  42281. };
  42282. _PrimitiveGeometry.prototype.copy = function (id) {
  42283. throw new Error("Must be overriden in sub-classes.");
  42284. };
  42285. _PrimitiveGeometry.prototype.serialize = function () {
  42286. var serializationObject = _super.prototype.serialize.call(this);
  42287. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42288. return serializationObject;
  42289. };
  42290. return _PrimitiveGeometry;
  42291. }(Geometry));
  42292. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42293. /**
  42294. * Creates a ribbon geometry
  42295. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42296. */
  42297. var RibbonGeometry = /** @class */ (function (_super) {
  42298. __extends(RibbonGeometry, _super);
  42299. /**
  42300. * Creates a ribbon geometry
  42301. * @param id defines the unique ID of the geometry
  42302. * @param scene defines the hosting scene
  42303. * @param pathArray defines the array of paths to use
  42304. * @param closeArray defines if the last path and the first path must be joined
  42305. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42306. * @param offset defines the offset between points
  42307. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42308. * @param mesh defines the hosting mesh (can be null)
  42309. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42310. */
  42311. function RibbonGeometry(id, scene,
  42312. /**
  42313. * Defines the array of paths to use
  42314. */
  42315. pathArray,
  42316. /**
  42317. * Defines if the last and first points of each path in your pathArray must be joined
  42318. */
  42319. closeArray,
  42320. /**
  42321. * Defines if the last and first points of each path in your pathArray must be joined
  42322. */
  42323. closePath,
  42324. /**
  42325. * Defines the offset between points
  42326. */
  42327. offset, canBeRegenerated, mesh,
  42328. /**
  42329. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42330. */
  42331. side) {
  42332. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42333. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42334. _this.pathArray = pathArray;
  42335. _this.closeArray = closeArray;
  42336. _this.closePath = closePath;
  42337. _this.offset = offset;
  42338. _this.side = side;
  42339. return _this;
  42340. }
  42341. /** @hidden */
  42342. RibbonGeometry.prototype._regenerateVertexData = function () {
  42343. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42344. };
  42345. RibbonGeometry.prototype.copy = function (id) {
  42346. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42347. };
  42348. return RibbonGeometry;
  42349. }(_PrimitiveGeometry));
  42350. BABYLON.RibbonGeometry = RibbonGeometry;
  42351. /**
  42352. * Creates a box geometry
  42353. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42354. */
  42355. var BoxGeometry = /** @class */ (function (_super) {
  42356. __extends(BoxGeometry, _super);
  42357. /**
  42358. * Creates a box geometry
  42359. * @param id defines the unique ID of the geometry
  42360. * @param scene defines the hosting scene
  42361. * @param size defines the zise of the box (width, height and depth are the same)
  42362. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42363. * @param mesh defines the hosting mesh (can be null)
  42364. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42365. */
  42366. function BoxGeometry(id, scene,
  42367. /**
  42368. * Defines the zise of the box (width, height and depth are the same)
  42369. */
  42370. size, canBeRegenerated, mesh,
  42371. /**
  42372. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42373. */
  42374. side) {
  42375. if (mesh === void 0) { mesh = null; }
  42376. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42377. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42378. _this.size = size;
  42379. _this.side = side;
  42380. return _this;
  42381. }
  42382. /** @hidden */
  42383. BoxGeometry.prototype._regenerateVertexData = function () {
  42384. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42385. };
  42386. BoxGeometry.prototype.copy = function (id) {
  42387. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42388. };
  42389. BoxGeometry.prototype.serialize = function () {
  42390. var serializationObject = _super.prototype.serialize.call(this);
  42391. serializationObject.size = this.size;
  42392. return serializationObject;
  42393. };
  42394. BoxGeometry.Parse = function (parsedBox, scene) {
  42395. if (scene.getGeometryByID(parsedBox.id)) {
  42396. return null; // null since geometry could be something else than a box...
  42397. }
  42398. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42399. if (BABYLON.Tags) {
  42400. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42401. }
  42402. scene.pushGeometry(box, true);
  42403. return box;
  42404. };
  42405. return BoxGeometry;
  42406. }(_PrimitiveGeometry));
  42407. BABYLON.BoxGeometry = BoxGeometry;
  42408. /**
  42409. * Creates a sphere geometry
  42410. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42411. */
  42412. var SphereGeometry = /** @class */ (function (_super) {
  42413. __extends(SphereGeometry, _super);
  42414. /**
  42415. * Create a new sphere geometry
  42416. * @param id defines the unique ID of the geometry
  42417. * @param scene defines the hosting scene
  42418. * @param segments defines the number of segments to use to create the sphere
  42419. * @param diameter defines the diameter of the sphere
  42420. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42421. * @param mesh defines the hosting mesh (can be null)
  42422. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42423. */
  42424. function SphereGeometry(id, scene,
  42425. /**
  42426. * Defines the number of segments to use to create the sphere
  42427. */
  42428. segments,
  42429. /**
  42430. * Defines the diameter of the sphere
  42431. */
  42432. diameter, canBeRegenerated, mesh,
  42433. /**
  42434. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42435. */
  42436. side) {
  42437. if (mesh === void 0) { mesh = null; }
  42438. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42439. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42440. _this.segments = segments;
  42441. _this.diameter = diameter;
  42442. _this.side = side;
  42443. return _this;
  42444. }
  42445. /** @hidden */
  42446. SphereGeometry.prototype._regenerateVertexData = function () {
  42447. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42448. };
  42449. SphereGeometry.prototype.copy = function (id) {
  42450. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42451. };
  42452. SphereGeometry.prototype.serialize = function () {
  42453. var serializationObject = _super.prototype.serialize.call(this);
  42454. serializationObject.segments = this.segments;
  42455. serializationObject.diameter = this.diameter;
  42456. return serializationObject;
  42457. };
  42458. SphereGeometry.Parse = function (parsedSphere, scene) {
  42459. if (scene.getGeometryByID(parsedSphere.id)) {
  42460. return null; // null since geometry could be something else than a sphere...
  42461. }
  42462. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42463. if (BABYLON.Tags) {
  42464. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42465. }
  42466. scene.pushGeometry(sphere, true);
  42467. return sphere;
  42468. };
  42469. return SphereGeometry;
  42470. }(_PrimitiveGeometry));
  42471. BABYLON.SphereGeometry = SphereGeometry;
  42472. /**
  42473. * Creates a disc geometry
  42474. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42475. */
  42476. var DiscGeometry = /** @class */ (function (_super) {
  42477. __extends(DiscGeometry, _super);
  42478. /**
  42479. * Creates a new disc geometry
  42480. * @param id defines the unique ID of the geometry
  42481. * @param scene defines the hosting scene
  42482. * @param radius defines the radius of the disc
  42483. * @param tessellation defines the tesselation factor to apply to the disc
  42484. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42485. * @param mesh defines the hosting mesh (can be null)
  42486. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42487. */
  42488. function DiscGeometry(id, scene,
  42489. /**
  42490. * Defines the radius of the disc
  42491. */
  42492. radius,
  42493. /**
  42494. * Defines the tesselation factor to apply to the disc
  42495. */
  42496. tessellation, canBeRegenerated, mesh,
  42497. /**
  42498. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42499. */
  42500. side) {
  42501. if (mesh === void 0) { mesh = null; }
  42502. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42503. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42504. _this.radius = radius;
  42505. _this.tessellation = tessellation;
  42506. _this.side = side;
  42507. return _this;
  42508. }
  42509. /** @hidden */
  42510. DiscGeometry.prototype._regenerateVertexData = function () {
  42511. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42512. };
  42513. DiscGeometry.prototype.copy = function (id) {
  42514. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42515. };
  42516. return DiscGeometry;
  42517. }(_PrimitiveGeometry));
  42518. BABYLON.DiscGeometry = DiscGeometry;
  42519. /**
  42520. * Creates a new cylinder geometry
  42521. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42522. */
  42523. var CylinderGeometry = /** @class */ (function (_super) {
  42524. __extends(CylinderGeometry, _super);
  42525. /**
  42526. * Creates a new cylinder geometry
  42527. * @param id defines the unique ID of the geometry
  42528. * @param scene defines the hosting scene
  42529. * @param height defines the height of the cylinder
  42530. * @param diameterTop defines the diameter of the cylinder's top cap
  42531. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42532. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42533. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42534. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42535. * @param mesh defines the hosting mesh (can be null)
  42536. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42537. */
  42538. function CylinderGeometry(id, scene,
  42539. /**
  42540. * Defines the height of the cylinder
  42541. */
  42542. height,
  42543. /**
  42544. * Defines the diameter of the cylinder's top cap
  42545. */
  42546. diameterTop,
  42547. /**
  42548. * Defines the diameter of the cylinder's bottom cap
  42549. */
  42550. diameterBottom,
  42551. /**
  42552. * Defines the tessellation factor to apply to the cylinder
  42553. */
  42554. tessellation,
  42555. /**
  42556. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42557. */
  42558. subdivisions, canBeRegenerated, mesh,
  42559. /**
  42560. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42561. */
  42562. side) {
  42563. if (subdivisions === void 0) { subdivisions = 1; }
  42564. if (mesh === void 0) { mesh = null; }
  42565. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42566. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42567. _this.height = height;
  42568. _this.diameterTop = diameterTop;
  42569. _this.diameterBottom = diameterBottom;
  42570. _this.tessellation = tessellation;
  42571. _this.subdivisions = subdivisions;
  42572. _this.side = side;
  42573. return _this;
  42574. }
  42575. /** @hidden */
  42576. CylinderGeometry.prototype._regenerateVertexData = function () {
  42577. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42578. };
  42579. CylinderGeometry.prototype.copy = function (id) {
  42580. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42581. };
  42582. CylinderGeometry.prototype.serialize = function () {
  42583. var serializationObject = _super.prototype.serialize.call(this);
  42584. serializationObject.height = this.height;
  42585. serializationObject.diameterTop = this.diameterTop;
  42586. serializationObject.diameterBottom = this.diameterBottom;
  42587. serializationObject.tessellation = this.tessellation;
  42588. return serializationObject;
  42589. };
  42590. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42591. if (scene.getGeometryByID(parsedCylinder.id)) {
  42592. return null; // null since geometry could be something else than a cylinder...
  42593. }
  42594. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42595. if (BABYLON.Tags) {
  42596. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42597. }
  42598. scene.pushGeometry(cylinder, true);
  42599. return cylinder;
  42600. };
  42601. return CylinderGeometry;
  42602. }(_PrimitiveGeometry));
  42603. BABYLON.CylinderGeometry = CylinderGeometry;
  42604. /**
  42605. * Creates a new torus geometry
  42606. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42607. */
  42608. var TorusGeometry = /** @class */ (function (_super) {
  42609. __extends(TorusGeometry, _super);
  42610. /**
  42611. * Creates a new torus geometry
  42612. * @param id defines the unique ID of the geometry
  42613. * @param scene defines the hosting scene
  42614. * @param diameter defines the diameter of the torus
  42615. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42616. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42617. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42618. * @param mesh defines the hosting mesh (can be null)
  42619. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42620. */
  42621. function TorusGeometry(id, scene,
  42622. /**
  42623. * Defines the diameter of the torus
  42624. */
  42625. diameter,
  42626. /**
  42627. * Defines the thickness of the torus (ie. internal diameter)
  42628. */
  42629. thickness,
  42630. /**
  42631. * Defines the tesselation factor to apply to the torus
  42632. */
  42633. tessellation, canBeRegenerated, mesh,
  42634. /**
  42635. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42636. */
  42637. side) {
  42638. if (mesh === void 0) { mesh = null; }
  42639. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42640. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42641. _this.diameter = diameter;
  42642. _this.thickness = thickness;
  42643. _this.tessellation = tessellation;
  42644. _this.side = side;
  42645. return _this;
  42646. }
  42647. /** @hidden */
  42648. TorusGeometry.prototype._regenerateVertexData = function () {
  42649. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42650. };
  42651. TorusGeometry.prototype.copy = function (id) {
  42652. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42653. };
  42654. TorusGeometry.prototype.serialize = function () {
  42655. var serializationObject = _super.prototype.serialize.call(this);
  42656. serializationObject.diameter = this.diameter;
  42657. serializationObject.thickness = this.thickness;
  42658. serializationObject.tessellation = this.tessellation;
  42659. return serializationObject;
  42660. };
  42661. TorusGeometry.Parse = function (parsedTorus, scene) {
  42662. if (scene.getGeometryByID(parsedTorus.id)) {
  42663. return null; // null since geometry could be something else than a torus...
  42664. }
  42665. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42666. if (BABYLON.Tags) {
  42667. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42668. }
  42669. scene.pushGeometry(torus, true);
  42670. return torus;
  42671. };
  42672. return TorusGeometry;
  42673. }(_PrimitiveGeometry));
  42674. BABYLON.TorusGeometry = TorusGeometry;
  42675. /**
  42676. * Creates a new ground geometry
  42677. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42678. */
  42679. var GroundGeometry = /** @class */ (function (_super) {
  42680. __extends(GroundGeometry, _super);
  42681. /**
  42682. * Creates a new ground geometry
  42683. * @param id defines the unique ID of the geometry
  42684. * @param scene defines the hosting scene
  42685. * @param width defines the width of the ground
  42686. * @param height defines the height of the ground
  42687. * @param subdivisions defines the subdivisions to apply to the ground
  42688. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42689. * @param mesh defines the hosting mesh (can be null)
  42690. */
  42691. function GroundGeometry(id, scene,
  42692. /**
  42693. * Defines the width of the ground
  42694. */
  42695. width,
  42696. /**
  42697. * Defines the height of the ground
  42698. */
  42699. height,
  42700. /**
  42701. * Defines the subdivisions to apply to the ground
  42702. */
  42703. subdivisions, canBeRegenerated, mesh) {
  42704. if (mesh === void 0) { mesh = null; }
  42705. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42706. _this.width = width;
  42707. _this.height = height;
  42708. _this.subdivisions = subdivisions;
  42709. return _this;
  42710. }
  42711. /** @hidden */
  42712. GroundGeometry.prototype._regenerateVertexData = function () {
  42713. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42714. };
  42715. GroundGeometry.prototype.copy = function (id) {
  42716. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42717. };
  42718. GroundGeometry.prototype.serialize = function () {
  42719. var serializationObject = _super.prototype.serialize.call(this);
  42720. serializationObject.width = this.width;
  42721. serializationObject.height = this.height;
  42722. serializationObject.subdivisions = this.subdivisions;
  42723. return serializationObject;
  42724. };
  42725. GroundGeometry.Parse = function (parsedGround, scene) {
  42726. if (scene.getGeometryByID(parsedGround.id)) {
  42727. return null; // null since geometry could be something else than a ground...
  42728. }
  42729. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42730. if (BABYLON.Tags) {
  42731. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42732. }
  42733. scene.pushGeometry(ground, true);
  42734. return ground;
  42735. };
  42736. return GroundGeometry;
  42737. }(_PrimitiveGeometry));
  42738. BABYLON.GroundGeometry = GroundGeometry;
  42739. /**
  42740. * Creates a tiled ground geometry
  42741. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42742. */
  42743. var TiledGroundGeometry = /** @class */ (function (_super) {
  42744. __extends(TiledGroundGeometry, _super);
  42745. /**
  42746. * Creates a tiled ground geometry
  42747. * @param id defines the unique ID of the geometry
  42748. * @param scene defines the hosting scene
  42749. * @param xmin defines the minimum value on X axis
  42750. * @param zmin defines the minimum value on Z axis
  42751. * @param xmax defines the maximum value on X axis
  42752. * @param zmax defines the maximum value on Z axis
  42753. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42754. * @param precision defines the precision to use when computing the tiles
  42755. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42756. * @param mesh defines the hosting mesh (can be null)
  42757. */
  42758. function TiledGroundGeometry(id, scene,
  42759. /**
  42760. * Defines the minimum value on X axis
  42761. */
  42762. xmin,
  42763. /**
  42764. * Defines the minimum value on Z axis
  42765. */
  42766. zmin,
  42767. /**
  42768. * Defines the maximum value on X axis
  42769. */
  42770. xmax,
  42771. /**
  42772. * Defines the maximum value on Z axis
  42773. */
  42774. zmax,
  42775. /**
  42776. * Defines the subdivisions to apply to the ground
  42777. */
  42778. subdivisions,
  42779. /**
  42780. * Defines the precision to use when computing the tiles
  42781. */
  42782. precision, canBeRegenerated, mesh) {
  42783. if (mesh === void 0) { mesh = null; }
  42784. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42785. _this.xmin = xmin;
  42786. _this.zmin = zmin;
  42787. _this.xmax = xmax;
  42788. _this.zmax = zmax;
  42789. _this.subdivisions = subdivisions;
  42790. _this.precision = precision;
  42791. return _this;
  42792. }
  42793. /** @hidden */
  42794. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42795. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42796. };
  42797. TiledGroundGeometry.prototype.copy = function (id) {
  42798. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42799. };
  42800. return TiledGroundGeometry;
  42801. }(_PrimitiveGeometry));
  42802. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42803. /**
  42804. * Creates a plane geometry
  42805. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42806. */
  42807. var PlaneGeometry = /** @class */ (function (_super) {
  42808. __extends(PlaneGeometry, _super);
  42809. /**
  42810. * Creates a plane geometry
  42811. * @param id defines the unique ID of the geometry
  42812. * @param scene defines the hosting scene
  42813. * @param size defines the size of the plane (width === height)
  42814. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42815. * @param mesh defines the hosting mesh (can be null)
  42816. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42817. */
  42818. function PlaneGeometry(id, scene,
  42819. /**
  42820. * Defines the size of the plane (width === height)
  42821. */
  42822. size, canBeRegenerated, mesh,
  42823. /**
  42824. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42825. */
  42826. side) {
  42827. if (mesh === void 0) { mesh = null; }
  42828. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42829. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42830. _this.size = size;
  42831. _this.side = side;
  42832. return _this;
  42833. }
  42834. /** @hidden */
  42835. PlaneGeometry.prototype._regenerateVertexData = function () {
  42836. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42837. };
  42838. PlaneGeometry.prototype.copy = function (id) {
  42839. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42840. };
  42841. PlaneGeometry.prototype.serialize = function () {
  42842. var serializationObject = _super.prototype.serialize.call(this);
  42843. serializationObject.size = this.size;
  42844. return serializationObject;
  42845. };
  42846. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42847. if (scene.getGeometryByID(parsedPlane.id)) {
  42848. return null; // null since geometry could be something else than a ground...
  42849. }
  42850. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42851. if (BABYLON.Tags) {
  42852. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42853. }
  42854. scene.pushGeometry(plane, true);
  42855. return plane;
  42856. };
  42857. return PlaneGeometry;
  42858. }(_PrimitiveGeometry));
  42859. BABYLON.PlaneGeometry = PlaneGeometry;
  42860. /**
  42861. * Creates a torus knot geometry
  42862. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42863. */
  42864. var TorusKnotGeometry = /** @class */ (function (_super) {
  42865. __extends(TorusKnotGeometry, _super);
  42866. /**
  42867. * Creates a torus knot geometry
  42868. * @param id defines the unique ID of the geometry
  42869. * @param scene defines the hosting scene
  42870. * @param radius defines the radius of the torus knot
  42871. * @param tube defines the thickness of the torus knot tube
  42872. * @param radialSegments defines the number of radial segments
  42873. * @param tubularSegments defines the number of tubular segments
  42874. * @param p defines the first number of windings
  42875. * @param q defines the second number of windings
  42876. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42877. * @param mesh defines the hosting mesh (can be null)
  42878. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42879. */
  42880. function TorusKnotGeometry(id, scene,
  42881. /**
  42882. * Defines the radius of the torus knot
  42883. */
  42884. radius,
  42885. /**
  42886. * Defines the thickness of the torus knot tube
  42887. */
  42888. tube,
  42889. /**
  42890. * Defines the number of radial segments
  42891. */
  42892. radialSegments,
  42893. /**
  42894. * Defines the number of tubular segments
  42895. */
  42896. tubularSegments,
  42897. /**
  42898. * Defines the first number of windings
  42899. */
  42900. p,
  42901. /**
  42902. * Defines the second number of windings
  42903. */
  42904. q, canBeRegenerated, mesh,
  42905. /**
  42906. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42907. */
  42908. side) {
  42909. if (mesh === void 0) { mesh = null; }
  42910. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42911. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42912. _this.radius = radius;
  42913. _this.tube = tube;
  42914. _this.radialSegments = radialSegments;
  42915. _this.tubularSegments = tubularSegments;
  42916. _this.p = p;
  42917. _this.q = q;
  42918. _this.side = side;
  42919. return _this;
  42920. }
  42921. /** @hidden */
  42922. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42923. 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 });
  42924. };
  42925. TorusKnotGeometry.prototype.copy = function (id) {
  42926. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42927. };
  42928. TorusKnotGeometry.prototype.serialize = function () {
  42929. var serializationObject = _super.prototype.serialize.call(this);
  42930. serializationObject.radius = this.radius;
  42931. serializationObject.tube = this.tube;
  42932. serializationObject.radialSegments = this.radialSegments;
  42933. serializationObject.tubularSegments = this.tubularSegments;
  42934. serializationObject.p = this.p;
  42935. serializationObject.q = this.q;
  42936. return serializationObject;
  42937. };
  42938. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42939. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42940. return null; // null since geometry could be something else than a ground...
  42941. }
  42942. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42943. if (BABYLON.Tags) {
  42944. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42945. }
  42946. scene.pushGeometry(torusKnot, true);
  42947. return torusKnot;
  42948. };
  42949. return TorusKnotGeometry;
  42950. }(_PrimitiveGeometry));
  42951. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42952. //}
  42953. })(BABYLON || (BABYLON = {}));
  42954. //# sourceMappingURL=babylon.geometry.js.map
  42955. var BABYLON;
  42956. (function (BABYLON) {
  42957. /**
  42958. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42959. */
  42960. var PerformanceMonitor = /** @class */ (function () {
  42961. /**
  42962. * constructor
  42963. * @param frameSampleSize The number of samples required to saturate the sliding window
  42964. */
  42965. function PerformanceMonitor(frameSampleSize) {
  42966. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42967. this._enabled = true;
  42968. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42969. }
  42970. /**
  42971. * Samples current frame
  42972. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42973. */
  42974. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42975. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42976. if (!this._enabled) {
  42977. return;
  42978. }
  42979. if (this._lastFrameTimeMs != null) {
  42980. var dt = timeMs - this._lastFrameTimeMs;
  42981. this._rollingFrameTime.add(dt);
  42982. }
  42983. this._lastFrameTimeMs = timeMs;
  42984. };
  42985. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42986. /**
  42987. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42988. */
  42989. get: function () {
  42990. return this._rollingFrameTime.average;
  42991. },
  42992. enumerable: true,
  42993. configurable: true
  42994. });
  42995. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42996. /**
  42997. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42998. */
  42999. get: function () {
  43000. return this._rollingFrameTime.variance;
  43001. },
  43002. enumerable: true,
  43003. configurable: true
  43004. });
  43005. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43006. /**
  43007. * Returns the frame time of the most recent frame
  43008. */
  43009. get: function () {
  43010. return this._rollingFrameTime.history(0);
  43011. },
  43012. enumerable: true,
  43013. configurable: true
  43014. });
  43015. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43016. /**
  43017. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43018. */
  43019. get: function () {
  43020. return 1000.0 / this._rollingFrameTime.average;
  43021. },
  43022. enumerable: true,
  43023. configurable: true
  43024. });
  43025. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43026. /**
  43027. * Returns the average framerate in frames per second using the most recent frame time
  43028. */
  43029. get: function () {
  43030. var history = this._rollingFrameTime.history(0);
  43031. if (history === 0) {
  43032. return 0;
  43033. }
  43034. return 1000.0 / history;
  43035. },
  43036. enumerable: true,
  43037. configurable: true
  43038. });
  43039. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43040. /**
  43041. * Returns true if enough samples have been taken to completely fill the sliding window
  43042. */
  43043. get: function () {
  43044. return this._rollingFrameTime.isSaturated();
  43045. },
  43046. enumerable: true,
  43047. configurable: true
  43048. });
  43049. /**
  43050. * Enables contributions to the sliding window sample set
  43051. */
  43052. PerformanceMonitor.prototype.enable = function () {
  43053. this._enabled = true;
  43054. };
  43055. /**
  43056. * Disables contributions to the sliding window sample set
  43057. * Samples will not be interpolated over the disabled period
  43058. */
  43059. PerformanceMonitor.prototype.disable = function () {
  43060. this._enabled = false;
  43061. //clear last sample to avoid interpolating over the disabled period when next enabled
  43062. this._lastFrameTimeMs = null;
  43063. };
  43064. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43065. /**
  43066. * Returns true if sampling is enabled
  43067. */
  43068. get: function () {
  43069. return this._enabled;
  43070. },
  43071. enumerable: true,
  43072. configurable: true
  43073. });
  43074. /**
  43075. * Resets performance monitor
  43076. */
  43077. PerformanceMonitor.prototype.reset = function () {
  43078. //clear last sample to avoid interpolating over the disabled period when next enabled
  43079. this._lastFrameTimeMs = null;
  43080. //wipe record
  43081. this._rollingFrameTime.reset();
  43082. };
  43083. return PerformanceMonitor;
  43084. }());
  43085. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43086. /**
  43087. * RollingAverage
  43088. *
  43089. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43090. */
  43091. var RollingAverage = /** @class */ (function () {
  43092. /**
  43093. * constructor
  43094. * @param length The number of samples required to saturate the sliding window
  43095. */
  43096. function RollingAverage(length) {
  43097. this._samples = new Array(length);
  43098. this.reset();
  43099. }
  43100. /**
  43101. * Adds a sample to the sample set
  43102. * @param v The sample value
  43103. */
  43104. RollingAverage.prototype.add = function (v) {
  43105. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43106. var delta;
  43107. //we need to check if we've already wrapped round
  43108. if (this.isSaturated()) {
  43109. //remove bottom of stack from mean
  43110. var bottomValue = this._samples[this._pos];
  43111. delta = bottomValue - this.average;
  43112. this.average -= delta / (this._sampleCount - 1);
  43113. this._m2 -= delta * (bottomValue - this.average);
  43114. }
  43115. else {
  43116. this._sampleCount++;
  43117. }
  43118. //add new value to mean
  43119. delta = v - this.average;
  43120. this.average += delta / (this._sampleCount);
  43121. this._m2 += delta * (v - this.average);
  43122. //set the new variance
  43123. this.variance = this._m2 / (this._sampleCount - 1);
  43124. this._samples[this._pos] = v;
  43125. this._pos++;
  43126. this._pos %= this._samples.length; //positive wrap around
  43127. };
  43128. /**
  43129. * Returns previously added values or null if outside of history or outside the sliding window domain
  43130. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43131. * @return Value previously recorded with add() or null if outside of range
  43132. */
  43133. RollingAverage.prototype.history = function (i) {
  43134. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43135. return 0;
  43136. }
  43137. var i0 = this._wrapPosition(this._pos - 1.0);
  43138. return this._samples[this._wrapPosition(i0 - i)];
  43139. };
  43140. /**
  43141. * Returns true if enough samples have been taken to completely fill the sliding window
  43142. * @return true if sample-set saturated
  43143. */
  43144. RollingAverage.prototype.isSaturated = function () {
  43145. return this._sampleCount >= this._samples.length;
  43146. };
  43147. /**
  43148. * Resets the rolling average (equivalent to 0 samples taken so far)
  43149. */
  43150. RollingAverage.prototype.reset = function () {
  43151. this.average = 0;
  43152. this.variance = 0;
  43153. this._sampleCount = 0;
  43154. this._pos = 0;
  43155. this._m2 = 0;
  43156. };
  43157. /**
  43158. * Wraps a value around the sample range boundaries
  43159. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43160. * @return Wrapped position in sample range
  43161. */
  43162. RollingAverage.prototype._wrapPosition = function (i) {
  43163. var max = this._samples.length;
  43164. return ((i % max) + max) % max;
  43165. };
  43166. return RollingAverage;
  43167. }());
  43168. BABYLON.RollingAverage = RollingAverage;
  43169. })(BABYLON || (BABYLON = {}));
  43170. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43171. var BABYLON;
  43172. (function (BABYLON) {
  43173. /**
  43174. * "Static Class" containing the most commonly used helper while dealing with material for
  43175. * rendering purpose.
  43176. *
  43177. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43178. *
  43179. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43180. */
  43181. var MaterialHelper = /** @class */ (function () {
  43182. function MaterialHelper() {
  43183. }
  43184. /**
  43185. * Bind the current view position to an effect.
  43186. * @param effect The effect to be bound
  43187. * @param scene The scene the eyes position is used from
  43188. */
  43189. MaterialHelper.BindEyePosition = function (effect, scene) {
  43190. if (scene._forcedViewPosition) {
  43191. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43192. return;
  43193. }
  43194. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43195. };
  43196. /**
  43197. * Helps preparing the defines values about the UVs in used in the effect.
  43198. * UVs are shared as much as we can accross channels in the shaders.
  43199. * @param texture The texture we are preparing the UVs for
  43200. * @param defines The defines to update
  43201. * @param key The channel key "diffuse", "specular"... used in the shader
  43202. */
  43203. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43204. defines._needUVs = true;
  43205. defines[key] = true;
  43206. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43207. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43208. if (texture.coordinatesIndex === 0) {
  43209. defines["MAINUV1"] = true;
  43210. }
  43211. else {
  43212. defines["MAINUV2"] = true;
  43213. }
  43214. }
  43215. else {
  43216. defines[key + "DIRECTUV"] = 0;
  43217. }
  43218. };
  43219. /**
  43220. * Binds a texture matrix value to its corrsponding uniform
  43221. * @param texture The texture to bind the matrix for
  43222. * @param uniformBuffer The uniform buffer receivin the data
  43223. * @param key The channel key "diffuse", "specular"... used in the shader
  43224. */
  43225. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43226. var matrix = texture.getTextureMatrix();
  43227. if (!matrix.isIdentityAs3x2()) {
  43228. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43229. }
  43230. };
  43231. /**
  43232. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43233. * @param mesh defines the current mesh
  43234. * @param scene defines the current scene
  43235. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43236. * @param pointsCloud defines if point cloud rendering has to be turned on
  43237. * @param fogEnabled defines if fog has to be turned on
  43238. * @param alphaTest defines if alpha testing has to be turned on
  43239. * @param defines defines the current list of defines
  43240. */
  43241. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43242. if (defines._areMiscDirty) {
  43243. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43244. defines["POINTSIZE"] = pointsCloud;
  43245. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43246. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43247. defines["ALPHATEST"] = alphaTest;
  43248. }
  43249. };
  43250. /**
  43251. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43252. * @param scene defines the current scene
  43253. * @param engine defines the current engine
  43254. * @param defines specifies the list of active defines
  43255. * @param useInstances defines if instances have to be turned on
  43256. * @param useClipPlane defines if clip plane have to be turned on
  43257. */
  43258. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43259. if (useClipPlane === void 0) { useClipPlane = null; }
  43260. var changed = false;
  43261. var useClipPlane1 = false;
  43262. var useClipPlane2 = false;
  43263. var useClipPlane3 = false;
  43264. var useClipPlane4 = false;
  43265. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43266. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43267. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43268. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43269. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43270. defines["CLIPPLANE"] = useClipPlane1;
  43271. changed = true;
  43272. }
  43273. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43274. defines["CLIPPLANE2"] = useClipPlane2;
  43275. changed = true;
  43276. }
  43277. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43278. defines["CLIPPLANE3"] = useClipPlane3;
  43279. changed = true;
  43280. }
  43281. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43282. defines["CLIPPLANE4"] = useClipPlane4;
  43283. changed = true;
  43284. }
  43285. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43286. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43287. changed = true;
  43288. }
  43289. if (defines["INSTANCES"] !== useInstances) {
  43290. defines["INSTANCES"] = useInstances;
  43291. changed = true;
  43292. }
  43293. if (changed) {
  43294. defines.markAsUnprocessed();
  43295. }
  43296. };
  43297. /**
  43298. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43299. * @param mesh The mesh containing the geometry data we will draw
  43300. * @param defines The defines to update
  43301. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43302. * @param useBones Precise whether bones should be used or not (override mesh info)
  43303. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43304. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43305. * @returns false if defines are considered not dirty and have not been checked
  43306. */
  43307. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43308. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43309. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43310. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43311. return false;
  43312. }
  43313. defines._normals = defines._needNormals;
  43314. defines._uvs = defines._needUVs;
  43315. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43316. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43317. defines["TANGENT"] = true;
  43318. }
  43319. if (defines._needUVs) {
  43320. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43321. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43322. }
  43323. else {
  43324. defines["UV1"] = false;
  43325. defines["UV2"] = false;
  43326. }
  43327. if (useVertexColor) {
  43328. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43329. defines["VERTEXCOLOR"] = hasVertexColors;
  43330. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43331. }
  43332. if (useBones) {
  43333. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43334. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43335. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43336. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43337. defines["BONETEXTURE"] = true;
  43338. }
  43339. else {
  43340. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43341. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43342. }
  43343. }
  43344. else {
  43345. defines["NUM_BONE_INFLUENCERS"] = 0;
  43346. defines["BonesPerMesh"] = 0;
  43347. }
  43348. }
  43349. if (useMorphTargets) {
  43350. var manager = mesh.morphTargetManager;
  43351. if (manager) {
  43352. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43353. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43354. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43355. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43356. }
  43357. else {
  43358. defines["MORPHTARGETS_TANGENT"] = false;
  43359. defines["MORPHTARGETS_NORMAL"] = false;
  43360. defines["MORPHTARGETS"] = false;
  43361. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43362. }
  43363. }
  43364. return true;
  43365. };
  43366. /**
  43367. * Prepares the defines related to the light information passed in parameter
  43368. * @param scene The scene we are intending to draw
  43369. * @param mesh The mesh the effect is compiling for
  43370. * @param defines The defines to update
  43371. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43372. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43373. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43374. * @returns true if normals will be required for the rest of the effect
  43375. */
  43376. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43377. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43378. if (disableLighting === void 0) { disableLighting = false; }
  43379. if (!defines._areLightsDirty) {
  43380. return defines._needNormals;
  43381. }
  43382. var lightIndex = 0;
  43383. var needNormals = false;
  43384. var needRebuild = false;
  43385. var lightmapMode = false;
  43386. var shadowEnabled = false;
  43387. var specularEnabled = false;
  43388. if (scene.lightsEnabled && !disableLighting) {
  43389. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43390. var light = _a[_i];
  43391. needNormals = true;
  43392. if (defines["LIGHT" + lightIndex] === undefined) {
  43393. needRebuild = true;
  43394. }
  43395. defines["LIGHT" + lightIndex] = true;
  43396. defines["SPOTLIGHT" + lightIndex] = false;
  43397. defines["HEMILIGHT" + lightIndex] = false;
  43398. defines["POINTLIGHT" + lightIndex] = false;
  43399. defines["DIRLIGHT" + lightIndex] = false;
  43400. light.prepareLightSpecificDefines(defines, lightIndex);
  43401. // FallOff.
  43402. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43403. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43404. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43405. switch (light.falloffType) {
  43406. case BABYLON.Light.FALLOFF_GLTF:
  43407. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43408. break;
  43409. case BABYLON.Light.FALLOFF_PHYSICAL:
  43410. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43411. break;
  43412. case BABYLON.Light.FALLOFF_STANDARD:
  43413. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43414. break;
  43415. }
  43416. // Specular
  43417. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43418. specularEnabled = true;
  43419. }
  43420. // Shadows
  43421. defines["SHADOW" + lightIndex] = false;
  43422. defines["SHADOWPCF" + lightIndex] = false;
  43423. defines["SHADOWPCSS" + lightIndex] = false;
  43424. defines["SHADOWPOISSON" + lightIndex] = false;
  43425. defines["SHADOWESM" + lightIndex] = false;
  43426. defines["SHADOWCUBE" + lightIndex] = false;
  43427. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43428. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43429. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43430. var shadowGenerator = light.getShadowGenerator();
  43431. if (shadowGenerator) {
  43432. var shadowMap = shadowGenerator.getShadowMap();
  43433. if (shadowMap) {
  43434. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43435. shadowEnabled = true;
  43436. shadowGenerator.prepareDefines(defines, lightIndex);
  43437. }
  43438. }
  43439. }
  43440. }
  43441. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43442. lightmapMode = true;
  43443. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43444. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43445. }
  43446. else {
  43447. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43448. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43449. }
  43450. lightIndex++;
  43451. if (lightIndex === maxSimultaneousLights) {
  43452. break;
  43453. }
  43454. }
  43455. }
  43456. defines["SPECULARTERM"] = specularEnabled;
  43457. defines["SHADOWS"] = shadowEnabled;
  43458. // Resetting all other lights if any
  43459. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43460. if (defines["LIGHT" + index] !== undefined) {
  43461. defines["LIGHT" + index] = false;
  43462. defines["HEMILIGHT" + lightIndex] = false;
  43463. defines["POINTLIGHT" + lightIndex] = false;
  43464. defines["DIRLIGHT" + lightIndex] = false;
  43465. defines["SPOTLIGHT" + lightIndex] = false;
  43466. defines["SHADOW" + lightIndex] = false;
  43467. }
  43468. }
  43469. var caps = scene.getEngine().getCaps();
  43470. if (defines["SHADOWFLOAT"] === undefined) {
  43471. needRebuild = true;
  43472. }
  43473. defines["SHADOWFLOAT"] = shadowEnabled &&
  43474. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43475. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43476. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43477. if (needRebuild) {
  43478. defines.rebuild();
  43479. }
  43480. return needNormals;
  43481. };
  43482. /**
  43483. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43484. * that won t be acctive due to defines being turned off.
  43485. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43486. * @param samplersList The samplers list
  43487. * @param defines The defines helping in the list generation
  43488. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43489. */
  43490. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43491. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43492. var uniformsList;
  43493. var uniformBuffersList = null;
  43494. if (uniformsListOrOptions.uniformsNames) {
  43495. var options = uniformsListOrOptions;
  43496. uniformsList = options.uniformsNames;
  43497. uniformBuffersList = options.uniformBuffersNames;
  43498. samplersList = options.samplers;
  43499. defines = options.defines;
  43500. maxSimultaneousLights = options.maxSimultaneousLights;
  43501. }
  43502. else {
  43503. uniformsList = uniformsListOrOptions;
  43504. if (!samplersList) {
  43505. samplersList = [];
  43506. }
  43507. }
  43508. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43509. if (!defines["LIGHT" + lightIndex]) {
  43510. break;
  43511. }
  43512. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43513. if (uniformBuffersList) {
  43514. uniformBuffersList.push("Light" + lightIndex);
  43515. }
  43516. samplersList.push("shadowSampler" + lightIndex);
  43517. samplersList.push("depthSampler" + lightIndex);
  43518. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43519. samplersList.push("projectionLightSampler" + lightIndex);
  43520. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43521. }
  43522. }
  43523. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43524. uniformsList.push("morphTargetInfluences");
  43525. }
  43526. };
  43527. /**
  43528. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43529. * @param defines The defines to update while falling back
  43530. * @param fallbacks The authorized effect fallbacks
  43531. * @param maxSimultaneousLights The maximum number of lights allowed
  43532. * @param rank the current rank of the Effect
  43533. * @returns The newly affected rank
  43534. */
  43535. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43536. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43537. if (rank === void 0) { rank = 0; }
  43538. var lightFallbackRank = 0;
  43539. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43540. if (!defines["LIGHT" + lightIndex]) {
  43541. break;
  43542. }
  43543. if (lightIndex > 0) {
  43544. lightFallbackRank = rank + lightIndex;
  43545. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43546. }
  43547. if (!defines["SHADOWS"]) {
  43548. if (defines["SHADOW" + lightIndex]) {
  43549. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43550. }
  43551. if (defines["SHADOWPCF" + lightIndex]) {
  43552. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43553. }
  43554. if (defines["SHADOWPCSS" + lightIndex]) {
  43555. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43556. }
  43557. if (defines["SHADOWPOISSON" + lightIndex]) {
  43558. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43559. }
  43560. if (defines["SHADOWESM" + lightIndex]) {
  43561. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43562. }
  43563. }
  43564. }
  43565. return lightFallbackRank++;
  43566. };
  43567. /**
  43568. * Prepares the list of attributes required for morph targets according to the effect defines.
  43569. * @param attribs The current list of supported attribs
  43570. * @param mesh The mesh to prepare the morph targets attributes for
  43571. * @param defines The current Defines of the effect
  43572. */
  43573. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43574. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43575. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43576. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43577. var manager = mesh.morphTargetManager;
  43578. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43579. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43580. for (var index = 0; index < influencers; index++) {
  43581. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43582. if (normal) {
  43583. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43584. }
  43585. if (tangent) {
  43586. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43587. }
  43588. if (attribs.length > maxAttributesCount) {
  43589. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43590. }
  43591. }
  43592. }
  43593. };
  43594. /**
  43595. * Prepares the list of attributes required for bones according to the effect defines.
  43596. * @param attribs The current list of supported attribs
  43597. * @param mesh The mesh to prepare the bones attributes for
  43598. * @param defines The current Defines of the effect
  43599. * @param fallbacks The current efffect fallback strategy
  43600. */
  43601. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43602. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43603. fallbacks.addCPUSkinningFallback(0, mesh);
  43604. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43605. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43606. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43607. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43608. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43609. }
  43610. }
  43611. };
  43612. /**
  43613. * Prepares the list of attributes required for instances according to the effect defines.
  43614. * @param attribs The current list of supported attribs
  43615. * @param defines The current Defines of the effect
  43616. */
  43617. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43618. if (defines["INSTANCES"]) {
  43619. attribs.push("world0");
  43620. attribs.push("world1");
  43621. attribs.push("world2");
  43622. attribs.push("world3");
  43623. }
  43624. };
  43625. /**
  43626. * Binds the light shadow information to the effect for the given mesh.
  43627. * @param light The light containing the generator
  43628. * @param scene The scene the lights belongs to
  43629. * @param mesh The mesh we are binding the information to render
  43630. * @param lightIndex The light index in the effect used to render the mesh
  43631. * @param effect The effect we are binding the data to
  43632. */
  43633. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43634. if (light.shadowEnabled && mesh.receiveShadows) {
  43635. var shadowGenerator = light.getShadowGenerator();
  43636. if (shadowGenerator) {
  43637. shadowGenerator.bindShadowLight(lightIndex, effect);
  43638. }
  43639. }
  43640. };
  43641. /**
  43642. * Binds the light information to the effect.
  43643. * @param light The light containing the generator
  43644. * @param effect The effect we are binding the data to
  43645. * @param lightIndex The light index in the effect used to render
  43646. */
  43647. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43648. light.transferToEffect(effect, lightIndex + "");
  43649. };
  43650. /**
  43651. * Binds the lights information from the scene to the effect for the given mesh.
  43652. * @param scene The scene the lights belongs to
  43653. * @param mesh The mesh we are binding the information to render
  43654. * @param effect The effect we are binding the data to
  43655. * @param defines The generated defines for the effect
  43656. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43657. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43658. */
  43659. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43660. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43661. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43662. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43663. for (var i = 0; i < len; i++) {
  43664. var light = mesh._lightSources[i];
  43665. var iAsString = i.toString();
  43666. var scaledIntensity = light.getScaledIntensity();
  43667. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43668. MaterialHelper.BindLightProperties(light, effect, i);
  43669. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43670. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43671. if (defines["SPECULARTERM"]) {
  43672. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43673. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43674. }
  43675. // Shadows
  43676. if (scene.shadowsEnabled) {
  43677. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43678. }
  43679. light._uniformBuffer.update();
  43680. }
  43681. };
  43682. /**
  43683. * Binds the fog information from the scene to the effect for the given mesh.
  43684. * @param scene The scene the lights belongs to
  43685. * @param mesh The mesh we are binding the information to render
  43686. * @param effect The effect we are binding the data to
  43687. * @param linearSpace Defines if the fog effect is applied in linear space
  43688. */
  43689. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43690. if (linearSpace === void 0) { linearSpace = false; }
  43691. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43692. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43693. // Convert fog color to linear space if used in a linear space computed shader.
  43694. if (linearSpace) {
  43695. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43696. effect.setColor3("vFogColor", this._tempFogColor);
  43697. }
  43698. else {
  43699. effect.setColor3("vFogColor", scene.fogColor);
  43700. }
  43701. }
  43702. };
  43703. /**
  43704. * Binds the bones information from the mesh to the effect.
  43705. * @param mesh The mesh we are binding the information to render
  43706. * @param effect The effect we are binding the data to
  43707. */
  43708. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43709. if (!effect || !mesh) {
  43710. return;
  43711. }
  43712. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43713. mesh.computeBonesUsingShaders = false;
  43714. }
  43715. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43716. var skeleton = mesh.skeleton;
  43717. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43718. var boneTexture = skeleton.getTransformMatrixTexture();
  43719. effect.setTexture("boneSampler", boneTexture);
  43720. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43721. }
  43722. else {
  43723. var matrices = skeleton.getTransformMatrices(mesh);
  43724. if (matrices) {
  43725. effect.setMatrices("mBones", matrices);
  43726. }
  43727. }
  43728. }
  43729. };
  43730. /**
  43731. * Binds the morph targets information from the mesh to the effect.
  43732. * @param abstractMesh The mesh we are binding the information to render
  43733. * @param effect The effect we are binding the data to
  43734. */
  43735. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43736. var manager = abstractMesh.morphTargetManager;
  43737. if (!abstractMesh || !manager) {
  43738. return;
  43739. }
  43740. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43741. };
  43742. /**
  43743. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43744. * @param defines The generated defines used in the effect
  43745. * @param effect The effect we are binding the data to
  43746. * @param scene The scene we are willing to render with logarithmic scale for
  43747. */
  43748. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43749. if (defines["LOGARITHMICDEPTH"]) {
  43750. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43751. }
  43752. };
  43753. /**
  43754. * Binds the clip plane information from the scene to the effect.
  43755. * @param scene The scene the clip plane information are extracted from
  43756. * @param effect The effect we are binding the data to
  43757. */
  43758. MaterialHelper.BindClipPlane = function (effect, scene) {
  43759. if (scene.clipPlane) {
  43760. var clipPlane = scene.clipPlane;
  43761. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43762. }
  43763. if (scene.clipPlane2) {
  43764. var clipPlane = scene.clipPlane2;
  43765. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43766. }
  43767. if (scene.clipPlane3) {
  43768. var clipPlane = scene.clipPlane3;
  43769. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43770. }
  43771. if (scene.clipPlane4) {
  43772. var clipPlane = scene.clipPlane4;
  43773. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43774. }
  43775. };
  43776. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43777. return MaterialHelper;
  43778. }());
  43779. BABYLON.MaterialHelper = MaterialHelper;
  43780. })(BABYLON || (BABYLON = {}));
  43781. //# sourceMappingURL=babylon.materialHelper.js.map
  43782. var BABYLON;
  43783. (function (BABYLON) {
  43784. /**
  43785. * Base class of materials working in push mode in babylon JS
  43786. * @hidden
  43787. */
  43788. var PushMaterial = /** @class */ (function (_super) {
  43789. __extends(PushMaterial, _super);
  43790. function PushMaterial(name, scene) {
  43791. var _this = _super.call(this, name, scene) || this;
  43792. _this._normalMatrix = new BABYLON.Matrix();
  43793. /**
  43794. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43795. * This means that the material can keep using a previous shader while a new one is being compiled.
  43796. * This is mostly used when shader parallel compilation is supported (true by default)
  43797. */
  43798. _this.allowShaderHotSwapping = true;
  43799. _this._storeEffectOnSubMeshes = true;
  43800. return _this;
  43801. }
  43802. PushMaterial.prototype.getEffect = function () {
  43803. return this._activeEffect;
  43804. };
  43805. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43806. if (!mesh) {
  43807. return false;
  43808. }
  43809. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43810. return true;
  43811. }
  43812. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43813. };
  43814. /**
  43815. * Binds the given world matrix to the active effect
  43816. *
  43817. * @param world the matrix to bind
  43818. */
  43819. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43820. this._activeEffect.setMatrix("world", world);
  43821. };
  43822. /**
  43823. * Binds the given normal matrix to the active effect
  43824. *
  43825. * @param normalMatrix the matrix to bind
  43826. */
  43827. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43828. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43829. };
  43830. PushMaterial.prototype.bind = function (world, mesh) {
  43831. if (!mesh) {
  43832. return;
  43833. }
  43834. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43835. };
  43836. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43837. if (effect === void 0) { effect = null; }
  43838. _super.prototype._afterBind.call(this, mesh);
  43839. this.getScene()._cachedEffect = effect;
  43840. };
  43841. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43842. if (visibility === void 0) { visibility = 1; }
  43843. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43844. };
  43845. return PushMaterial;
  43846. }(BABYLON.Material));
  43847. BABYLON.PushMaterial = PushMaterial;
  43848. })(BABYLON || (BABYLON = {}));
  43849. //# sourceMappingURL=babylon.pushMaterial.js.map
  43850. var BABYLON;
  43851. (function (BABYLON) {
  43852. /** @hidden */
  43853. var StandardMaterialDefines = /** @class */ (function (_super) {
  43854. __extends(StandardMaterialDefines, _super);
  43855. function StandardMaterialDefines() {
  43856. var _this = _super.call(this) || this;
  43857. _this.MAINUV1 = false;
  43858. _this.MAINUV2 = false;
  43859. _this.DIFFUSE = false;
  43860. _this.DIFFUSEDIRECTUV = 0;
  43861. _this.AMBIENT = false;
  43862. _this.AMBIENTDIRECTUV = 0;
  43863. _this.OPACITY = false;
  43864. _this.OPACITYDIRECTUV = 0;
  43865. _this.OPACITYRGB = false;
  43866. _this.REFLECTION = false;
  43867. _this.EMISSIVE = false;
  43868. _this.EMISSIVEDIRECTUV = 0;
  43869. _this.SPECULAR = false;
  43870. _this.SPECULARDIRECTUV = 0;
  43871. _this.BUMP = false;
  43872. _this.BUMPDIRECTUV = 0;
  43873. _this.PARALLAX = false;
  43874. _this.PARALLAXOCCLUSION = false;
  43875. _this.SPECULAROVERALPHA = false;
  43876. _this.CLIPPLANE = false;
  43877. _this.CLIPPLANE2 = false;
  43878. _this.CLIPPLANE3 = false;
  43879. _this.CLIPPLANE4 = false;
  43880. _this.ALPHATEST = false;
  43881. _this.DEPTHPREPASS = false;
  43882. _this.ALPHAFROMDIFFUSE = false;
  43883. _this.POINTSIZE = false;
  43884. _this.FOG = false;
  43885. _this.SPECULARTERM = false;
  43886. _this.DIFFUSEFRESNEL = false;
  43887. _this.OPACITYFRESNEL = false;
  43888. _this.REFLECTIONFRESNEL = false;
  43889. _this.REFRACTIONFRESNEL = false;
  43890. _this.EMISSIVEFRESNEL = false;
  43891. _this.FRESNEL = false;
  43892. _this.NORMAL = false;
  43893. _this.UV1 = false;
  43894. _this.UV2 = false;
  43895. _this.VERTEXCOLOR = false;
  43896. _this.VERTEXALPHA = false;
  43897. _this.NUM_BONE_INFLUENCERS = 0;
  43898. _this.BonesPerMesh = 0;
  43899. _this.BONETEXTURE = false;
  43900. _this.INSTANCES = false;
  43901. _this.GLOSSINESS = false;
  43902. _this.ROUGHNESS = false;
  43903. _this.EMISSIVEASILLUMINATION = false;
  43904. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43905. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43906. _this.LIGHTMAP = false;
  43907. _this.LIGHTMAPDIRECTUV = 0;
  43908. _this.OBJECTSPACE_NORMALMAP = false;
  43909. _this.USELIGHTMAPASSHADOWMAP = false;
  43910. _this.REFLECTIONMAP_3D = false;
  43911. _this.REFLECTIONMAP_SPHERICAL = false;
  43912. _this.REFLECTIONMAP_PLANAR = false;
  43913. _this.REFLECTIONMAP_CUBIC = false;
  43914. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43915. _this.REFLECTIONMAP_PROJECTION = false;
  43916. _this.REFLECTIONMAP_SKYBOX = false;
  43917. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43918. _this.REFLECTIONMAP_EXPLICIT = false;
  43919. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43920. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43921. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43922. _this.INVERTCUBICMAP = false;
  43923. _this.LOGARITHMICDEPTH = false;
  43924. _this.REFRACTION = false;
  43925. _this.REFRACTIONMAP_3D = false;
  43926. _this.REFLECTIONOVERALPHA = false;
  43927. _this.TWOSIDEDLIGHTING = false;
  43928. _this.SHADOWFLOAT = false;
  43929. _this.MORPHTARGETS = false;
  43930. _this.MORPHTARGETS_NORMAL = false;
  43931. _this.MORPHTARGETS_TANGENT = false;
  43932. _this.NUM_MORPH_INFLUENCERS = 0;
  43933. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43934. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43935. _this.IMAGEPROCESSING = false;
  43936. _this.VIGNETTE = false;
  43937. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43938. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43939. _this.TONEMAPPING = false;
  43940. _this.TONEMAPPING_ACES = false;
  43941. _this.CONTRAST = false;
  43942. _this.COLORCURVES = false;
  43943. _this.COLORGRADING = false;
  43944. _this.COLORGRADING3D = false;
  43945. _this.SAMPLER3DGREENDEPTH = false;
  43946. _this.SAMPLER3DBGRMAP = false;
  43947. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43948. /**
  43949. * If the reflection texture on this material is in linear color space
  43950. * @hidden
  43951. */
  43952. _this.IS_REFLECTION_LINEAR = false;
  43953. /**
  43954. * If the refraction texture on this material is in linear color space
  43955. * @hidden
  43956. */
  43957. _this.IS_REFRACTION_LINEAR = false;
  43958. _this.EXPOSURE = false;
  43959. _this.rebuild();
  43960. return _this;
  43961. }
  43962. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43963. var modes = [
  43964. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43965. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43966. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43967. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43968. ];
  43969. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43970. var mode = modes_1[_i];
  43971. this[mode] = (mode === modeToEnable);
  43972. }
  43973. };
  43974. return StandardMaterialDefines;
  43975. }(BABYLON.MaterialDefines));
  43976. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43977. /**
  43978. * This is the default material used in Babylon. It is the best trade off between quality
  43979. * and performances.
  43980. * @see http://doc.babylonjs.com/babylon101/materials
  43981. */
  43982. var StandardMaterial = /** @class */ (function (_super) {
  43983. __extends(StandardMaterial, _super);
  43984. /**
  43985. * Instantiates a new standard material.
  43986. * This is the default material used in Babylon. It is the best trade off between quality
  43987. * and performances.
  43988. * @see http://doc.babylonjs.com/babylon101/materials
  43989. * @param name Define the name of the material in the scene
  43990. * @param scene Define the scene the material belong to
  43991. */
  43992. function StandardMaterial(name, scene) {
  43993. var _this = _super.call(this, name, scene) || this;
  43994. /**
  43995. * The color of the material lit by the environmental background lighting.
  43996. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43997. */
  43998. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43999. /**
  44000. * The basic color of the material as viewed under a light.
  44001. */
  44002. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44003. /**
  44004. * Define how the color and intensity of the highlight given by the light in the material.
  44005. */
  44006. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44007. /**
  44008. * Define the color of the material as if self lit.
  44009. * This will be mixed in the final result even in the absence of light.
  44010. */
  44011. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44012. /**
  44013. * Defines how sharp are the highlights in the material.
  44014. * The bigger the value the sharper giving a more glossy feeling to the result.
  44015. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44016. */
  44017. _this.specularPower = 64;
  44018. _this._useAlphaFromDiffuseTexture = false;
  44019. _this._useEmissiveAsIllumination = false;
  44020. _this._linkEmissiveWithDiffuse = false;
  44021. _this._useSpecularOverAlpha = false;
  44022. _this._useReflectionOverAlpha = false;
  44023. _this._disableLighting = false;
  44024. _this._useObjectSpaceNormalMap = false;
  44025. _this._useParallax = false;
  44026. _this._useParallaxOcclusion = false;
  44027. /**
  44028. * 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.
  44029. */
  44030. _this.parallaxScaleBias = 0.05;
  44031. _this._roughness = 0;
  44032. /**
  44033. * In case of refraction, define the value of the indice of refraction.
  44034. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44035. */
  44036. _this.indexOfRefraction = 0.98;
  44037. /**
  44038. * Invert the refraction texture alongside the y axis.
  44039. * It can be useful with procedural textures or probe for instance.
  44040. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44041. */
  44042. _this.invertRefractionY = true;
  44043. /**
  44044. * Defines the alpha limits in alpha test mode.
  44045. */
  44046. _this.alphaCutOff = 0.4;
  44047. _this._useLightmapAsShadowmap = false;
  44048. _this._useReflectionFresnelFromSpecular = false;
  44049. _this._useGlossinessFromSpecularMapAlpha = false;
  44050. _this._maxSimultaneousLights = 4;
  44051. _this._invertNormalMapX = false;
  44052. _this._invertNormalMapY = false;
  44053. _this._twoSidedLighting = false;
  44054. _this._renderTargets = new BABYLON.SmartArray(16);
  44055. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44056. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44057. // Setup the default processing configuration to the scene.
  44058. _this._attachImageProcessingConfiguration(null);
  44059. _this.getRenderTargetTextures = function () {
  44060. _this._renderTargets.reset();
  44061. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44062. _this._renderTargets.push(_this._reflectionTexture);
  44063. }
  44064. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44065. _this._renderTargets.push(_this._refractionTexture);
  44066. }
  44067. return _this._renderTargets;
  44068. };
  44069. return _this;
  44070. }
  44071. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44072. /**
  44073. * Gets the image processing configuration used either in this material.
  44074. */
  44075. get: function () {
  44076. return this._imageProcessingConfiguration;
  44077. },
  44078. /**
  44079. * Sets the Default image processing configuration used either in the this material.
  44080. *
  44081. * If sets to null, the scene one is in use.
  44082. */
  44083. set: function (value) {
  44084. this._attachImageProcessingConfiguration(value);
  44085. // Ensure the effect will be rebuilt.
  44086. this._markAllSubMeshesAsTexturesDirty();
  44087. },
  44088. enumerable: true,
  44089. configurable: true
  44090. });
  44091. /**
  44092. * Attaches a new image processing configuration to the Standard Material.
  44093. * @param configuration
  44094. */
  44095. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44096. var _this = this;
  44097. if (configuration === this._imageProcessingConfiguration) {
  44098. return;
  44099. }
  44100. // Detaches observer.
  44101. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44102. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44103. }
  44104. // Pick the scene configuration if needed.
  44105. if (!configuration) {
  44106. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44107. }
  44108. else {
  44109. this._imageProcessingConfiguration = configuration;
  44110. }
  44111. // Attaches observer.
  44112. if (this._imageProcessingConfiguration) {
  44113. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44114. _this._markAllSubMeshesAsImageProcessingDirty();
  44115. });
  44116. }
  44117. };
  44118. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44119. /**
  44120. * Gets wether the color curves effect is enabled.
  44121. */
  44122. get: function () {
  44123. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44124. },
  44125. /**
  44126. * Sets wether the color curves effect is enabled.
  44127. */
  44128. set: function (value) {
  44129. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44130. },
  44131. enumerable: true,
  44132. configurable: true
  44133. });
  44134. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44135. /**
  44136. * Gets wether the color grading effect is enabled.
  44137. */
  44138. get: function () {
  44139. return this.imageProcessingConfiguration.colorGradingEnabled;
  44140. },
  44141. /**
  44142. * Gets wether the color grading effect is enabled.
  44143. */
  44144. set: function (value) {
  44145. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44146. },
  44147. enumerable: true,
  44148. configurable: true
  44149. });
  44150. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44151. /**
  44152. * Gets wether tonemapping is enabled or not.
  44153. */
  44154. get: function () {
  44155. return this._imageProcessingConfiguration.toneMappingEnabled;
  44156. },
  44157. /**
  44158. * Sets wether tonemapping is enabled or not
  44159. */
  44160. set: function (value) {
  44161. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44162. },
  44163. enumerable: true,
  44164. configurable: true
  44165. });
  44166. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44167. /**
  44168. * The camera exposure used on this material.
  44169. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44170. * This corresponds to a photographic exposure.
  44171. */
  44172. get: function () {
  44173. return this._imageProcessingConfiguration.exposure;
  44174. },
  44175. /**
  44176. * The camera exposure used on this material.
  44177. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44178. * This corresponds to a photographic exposure.
  44179. */
  44180. set: function (value) {
  44181. this._imageProcessingConfiguration.exposure = value;
  44182. },
  44183. enumerable: true,
  44184. configurable: true
  44185. });
  44186. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44187. /**
  44188. * Gets The camera contrast used on this material.
  44189. */
  44190. get: function () {
  44191. return this._imageProcessingConfiguration.contrast;
  44192. },
  44193. /**
  44194. * Sets The camera contrast used on this material.
  44195. */
  44196. set: function (value) {
  44197. this._imageProcessingConfiguration.contrast = value;
  44198. },
  44199. enumerable: true,
  44200. configurable: true
  44201. });
  44202. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44203. /**
  44204. * Gets the Color Grading 2D Lookup Texture.
  44205. */
  44206. get: function () {
  44207. return this._imageProcessingConfiguration.colorGradingTexture;
  44208. },
  44209. /**
  44210. * Sets the Color Grading 2D Lookup Texture.
  44211. */
  44212. set: function (value) {
  44213. this._imageProcessingConfiguration.colorGradingTexture = value;
  44214. },
  44215. enumerable: true,
  44216. configurable: true
  44217. });
  44218. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44219. /**
  44220. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44221. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44222. * 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;
  44223. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44224. */
  44225. get: function () {
  44226. return this._imageProcessingConfiguration.colorCurves;
  44227. },
  44228. /**
  44229. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44230. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44231. * 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;
  44232. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44233. */
  44234. set: function (value) {
  44235. this._imageProcessingConfiguration.colorCurves = value;
  44236. },
  44237. enumerable: true,
  44238. configurable: true
  44239. });
  44240. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44241. /**
  44242. * Gets a boolean indicating that current material needs to register RTT
  44243. */
  44244. get: function () {
  44245. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44246. return true;
  44247. }
  44248. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44249. return true;
  44250. }
  44251. return false;
  44252. },
  44253. enumerable: true,
  44254. configurable: true
  44255. });
  44256. /**
  44257. * Gets the current class name of the material e.g. "StandardMaterial"
  44258. * Mainly use in serialization.
  44259. * @returns the class name
  44260. */
  44261. StandardMaterial.prototype.getClassName = function () {
  44262. return "StandardMaterial";
  44263. };
  44264. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44265. /**
  44266. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44267. * You can try switching to logarithmic depth.
  44268. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44269. */
  44270. get: function () {
  44271. return this._useLogarithmicDepth;
  44272. },
  44273. set: function (value) {
  44274. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44275. this._markAllSubMeshesAsMiscDirty();
  44276. },
  44277. enumerable: true,
  44278. configurable: true
  44279. });
  44280. /**
  44281. * Specifies if the material will require alpha blending
  44282. * @returns a boolean specifying if alpha blending is needed
  44283. */
  44284. StandardMaterial.prototype.needAlphaBlending = function () {
  44285. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44286. };
  44287. /**
  44288. * Specifies if this material should be rendered in alpha test mode
  44289. * @returns a boolean specifying if an alpha test is needed.
  44290. */
  44291. StandardMaterial.prototype.needAlphaTesting = function () {
  44292. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44293. };
  44294. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44295. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44296. };
  44297. /**
  44298. * Get the texture used for alpha test purpose.
  44299. * @returns the diffuse texture in case of the standard material.
  44300. */
  44301. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44302. return this._diffuseTexture;
  44303. };
  44304. /**
  44305. * Get if the submesh is ready to be used and all its information available.
  44306. * Child classes can use it to update shaders
  44307. * @param mesh defines the mesh to check
  44308. * @param subMesh defines which submesh to check
  44309. * @param useInstances specifies that instances should be used
  44310. * @returns a boolean indicating that the submesh is ready or not
  44311. */
  44312. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44313. if (useInstances === void 0) { useInstances = false; }
  44314. if (subMesh.effect && this.isFrozen) {
  44315. if (this._wasPreviouslyReady) {
  44316. return true;
  44317. }
  44318. }
  44319. if (!subMesh._materialDefines) {
  44320. subMesh._materialDefines = new StandardMaterialDefines();
  44321. }
  44322. var scene = this.getScene();
  44323. var defines = subMesh._materialDefines;
  44324. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44325. if (defines._renderId === scene.getRenderId()) {
  44326. return true;
  44327. }
  44328. }
  44329. var engine = scene.getEngine();
  44330. // Lights
  44331. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44332. // Textures
  44333. if (defines._areTexturesDirty) {
  44334. defines._needUVs = false;
  44335. defines.MAINUV1 = false;
  44336. defines.MAINUV2 = false;
  44337. if (scene.texturesEnabled) {
  44338. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44339. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44340. return false;
  44341. }
  44342. else {
  44343. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44344. }
  44345. }
  44346. else {
  44347. defines.DIFFUSE = false;
  44348. }
  44349. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44350. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44351. return false;
  44352. }
  44353. else {
  44354. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44355. }
  44356. }
  44357. else {
  44358. defines.AMBIENT = false;
  44359. }
  44360. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44361. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44362. return false;
  44363. }
  44364. else {
  44365. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44366. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44367. }
  44368. }
  44369. else {
  44370. defines.OPACITY = false;
  44371. }
  44372. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44373. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44374. return false;
  44375. }
  44376. else {
  44377. defines._needNormals = true;
  44378. defines.REFLECTION = true;
  44379. defines.ROUGHNESS = (this._roughness > 0);
  44380. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44381. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44382. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44383. switch (this._reflectionTexture.coordinatesMode) {
  44384. case BABYLON.Texture.EXPLICIT_MODE:
  44385. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44386. break;
  44387. case BABYLON.Texture.PLANAR_MODE:
  44388. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44389. break;
  44390. case BABYLON.Texture.PROJECTION_MODE:
  44391. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44392. break;
  44393. case BABYLON.Texture.SKYBOX_MODE:
  44394. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44395. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44396. break;
  44397. case BABYLON.Texture.SPHERICAL_MODE:
  44398. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44399. break;
  44400. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44401. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44402. break;
  44403. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44404. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44405. break;
  44406. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44407. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44408. break;
  44409. case BABYLON.Texture.CUBIC_MODE:
  44410. case BABYLON.Texture.INVCUBIC_MODE:
  44411. default:
  44412. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44413. break;
  44414. }
  44415. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44416. }
  44417. }
  44418. else {
  44419. defines.REFLECTION = false;
  44420. }
  44421. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44422. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44423. return false;
  44424. }
  44425. else {
  44426. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44427. }
  44428. }
  44429. else {
  44430. defines.EMISSIVE = false;
  44431. }
  44432. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44433. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44434. return false;
  44435. }
  44436. else {
  44437. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44438. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44439. }
  44440. }
  44441. else {
  44442. defines.LIGHTMAP = false;
  44443. }
  44444. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44445. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44446. return false;
  44447. }
  44448. else {
  44449. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44450. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44451. }
  44452. }
  44453. else {
  44454. defines.SPECULAR = false;
  44455. }
  44456. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44457. // Bump texure can not be not blocking.
  44458. if (!this._bumpTexture.isReady()) {
  44459. return false;
  44460. }
  44461. else {
  44462. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44463. defines.PARALLAX = this._useParallax;
  44464. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44465. }
  44466. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44467. }
  44468. else {
  44469. defines.BUMP = false;
  44470. }
  44471. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44472. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44473. return false;
  44474. }
  44475. else {
  44476. defines._needUVs = true;
  44477. defines.REFRACTION = true;
  44478. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44479. }
  44480. }
  44481. else {
  44482. defines.REFRACTION = false;
  44483. }
  44484. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44485. }
  44486. else {
  44487. defines.DIFFUSE = false;
  44488. defines.AMBIENT = false;
  44489. defines.OPACITY = false;
  44490. defines.REFLECTION = false;
  44491. defines.EMISSIVE = false;
  44492. defines.LIGHTMAP = false;
  44493. defines.BUMP = false;
  44494. defines.REFRACTION = false;
  44495. }
  44496. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44497. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44498. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44499. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44500. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44501. }
  44502. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44503. if (!this._imageProcessingConfiguration.isReady()) {
  44504. return false;
  44505. }
  44506. this._imageProcessingConfiguration.prepareDefines(defines);
  44507. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44508. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44509. }
  44510. if (defines._areFresnelDirty) {
  44511. if (StandardMaterial.FresnelEnabled) {
  44512. // Fresnel
  44513. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44514. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44515. this._reflectionFresnelParameters) {
  44516. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44517. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44518. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44519. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44520. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44521. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44522. defines._needNormals = true;
  44523. defines.FRESNEL = true;
  44524. }
  44525. }
  44526. else {
  44527. defines.FRESNEL = false;
  44528. }
  44529. }
  44530. // Misc.
  44531. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44532. // Attribs
  44533. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44534. // Values that need to be evaluated on every frame
  44535. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44536. // Get correct effect
  44537. if (defines.isDirty) {
  44538. defines.markAsProcessed();
  44539. // Fallbacks
  44540. var fallbacks = new BABYLON.EffectFallbacks();
  44541. if (defines.REFLECTION) {
  44542. fallbacks.addFallback(0, "REFLECTION");
  44543. }
  44544. if (defines.SPECULAR) {
  44545. fallbacks.addFallback(0, "SPECULAR");
  44546. }
  44547. if (defines.BUMP) {
  44548. fallbacks.addFallback(0, "BUMP");
  44549. }
  44550. if (defines.PARALLAX) {
  44551. fallbacks.addFallback(1, "PARALLAX");
  44552. }
  44553. if (defines.PARALLAXOCCLUSION) {
  44554. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44555. }
  44556. if (defines.SPECULAROVERALPHA) {
  44557. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44558. }
  44559. if (defines.FOG) {
  44560. fallbacks.addFallback(1, "FOG");
  44561. }
  44562. if (defines.POINTSIZE) {
  44563. fallbacks.addFallback(0, "POINTSIZE");
  44564. }
  44565. if (defines.LOGARITHMICDEPTH) {
  44566. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44567. }
  44568. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44569. if (defines.SPECULARTERM) {
  44570. fallbacks.addFallback(0, "SPECULARTERM");
  44571. }
  44572. if (defines.DIFFUSEFRESNEL) {
  44573. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44574. }
  44575. if (defines.OPACITYFRESNEL) {
  44576. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44577. }
  44578. if (defines.REFLECTIONFRESNEL) {
  44579. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44580. }
  44581. if (defines.EMISSIVEFRESNEL) {
  44582. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44583. }
  44584. if (defines.FRESNEL) {
  44585. fallbacks.addFallback(4, "FRESNEL");
  44586. }
  44587. //Attributes
  44588. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44589. if (defines.NORMAL) {
  44590. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44591. }
  44592. if (defines.UV1) {
  44593. attribs.push(BABYLON.VertexBuffer.UVKind);
  44594. }
  44595. if (defines.UV2) {
  44596. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44597. }
  44598. if (defines.VERTEXCOLOR) {
  44599. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44600. }
  44601. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44602. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44603. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44604. var shaderName = "default";
  44605. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44606. "vFogInfos", "vFogColor", "pointSize",
  44607. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44608. "mBones",
  44609. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44610. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44611. "vReflectionPosition", "vReflectionSize",
  44612. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44613. ];
  44614. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44615. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44616. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44617. var uniformBuffers = ["Material", "Scene"];
  44618. if (BABYLON.ImageProcessingConfiguration) {
  44619. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44620. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44621. }
  44622. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44623. uniformsNames: uniforms,
  44624. uniformBuffersNames: uniformBuffers,
  44625. samplers: samplers,
  44626. defines: defines,
  44627. maxSimultaneousLights: this._maxSimultaneousLights
  44628. });
  44629. if (this.customShaderNameResolve) {
  44630. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44631. }
  44632. var join = defines.toString();
  44633. var previousEffect = subMesh.effect;
  44634. var effect = scene.getEngine().createEffect(shaderName, {
  44635. attributes: attribs,
  44636. uniformsNames: uniforms,
  44637. uniformBuffersNames: uniformBuffers,
  44638. samplers: samplers,
  44639. defines: join,
  44640. fallbacks: fallbacks,
  44641. onCompiled: this.onCompiled,
  44642. onError: this.onError,
  44643. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44644. }, engine);
  44645. if (effect) {
  44646. // Use previous effect while new one is compiling
  44647. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44648. effect = previousEffect;
  44649. defines.markAsUnprocessed();
  44650. }
  44651. else {
  44652. scene.resetCachedMaterial();
  44653. subMesh.setEffect(effect, defines);
  44654. this.buildUniformLayout();
  44655. }
  44656. }
  44657. }
  44658. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44659. return false;
  44660. }
  44661. defines._renderId = scene.getRenderId();
  44662. this._wasPreviouslyReady = true;
  44663. return true;
  44664. };
  44665. /**
  44666. * Builds the material UBO layouts.
  44667. * Used internally during the effect preparation.
  44668. */
  44669. StandardMaterial.prototype.buildUniformLayout = function () {
  44670. // Order is important !
  44671. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44672. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44673. this._uniformBuffer.addUniform("opacityParts", 4);
  44674. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44675. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44676. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44677. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44678. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44679. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44680. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44681. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44682. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44683. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44684. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44685. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44686. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44687. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44688. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44689. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44690. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44691. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44692. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44693. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44694. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44695. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44696. this._uniformBuffer.addUniform("specularMatrix", 16);
  44697. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44698. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44699. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44700. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44701. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44702. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44703. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44704. this._uniformBuffer.addUniform("pointSize", 1);
  44705. this._uniformBuffer.create();
  44706. };
  44707. /**
  44708. * Unbinds the material from the mesh
  44709. */
  44710. StandardMaterial.prototype.unbind = function () {
  44711. if (this._activeEffect) {
  44712. var needFlag = false;
  44713. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44714. this._activeEffect.setTexture("reflection2DSampler", null);
  44715. needFlag = true;
  44716. }
  44717. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44718. this._activeEffect.setTexture("refraction2DSampler", null);
  44719. needFlag = true;
  44720. }
  44721. if (needFlag) {
  44722. this._markAllSubMeshesAsTexturesDirty();
  44723. }
  44724. }
  44725. _super.prototype.unbind.call(this);
  44726. };
  44727. /**
  44728. * Binds the submesh to this material by preparing the effect and shader to draw
  44729. * @param world defines the world transformation matrix
  44730. * @param mesh defines the mesh containing the submesh
  44731. * @param subMesh defines the submesh to bind the material to
  44732. */
  44733. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44734. var scene = this.getScene();
  44735. var defines = subMesh._materialDefines;
  44736. if (!defines) {
  44737. return;
  44738. }
  44739. var effect = subMesh.effect;
  44740. if (!effect) {
  44741. return;
  44742. }
  44743. this._activeEffect = effect;
  44744. // Matrices
  44745. this.bindOnlyWorldMatrix(world);
  44746. // Normal Matrix
  44747. if (defines.OBJECTSPACE_NORMALMAP) {
  44748. world.toNormalMatrix(this._normalMatrix);
  44749. this.bindOnlyNormalMatrix(this._normalMatrix);
  44750. }
  44751. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44752. // Bones
  44753. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44754. if (mustRebind) {
  44755. this._uniformBuffer.bindToEffect(effect, "Material");
  44756. this.bindViewProjection(effect);
  44757. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44758. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44759. // Fresnel
  44760. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44761. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44762. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44763. }
  44764. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44765. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44766. }
  44767. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44768. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44769. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44770. }
  44771. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44772. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44773. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44774. }
  44775. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44776. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44777. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44778. }
  44779. }
  44780. // Textures
  44781. if (scene.texturesEnabled) {
  44782. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44783. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44784. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44785. if (this._diffuseTexture.hasAlpha) {
  44786. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44787. }
  44788. }
  44789. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44790. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44791. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44792. }
  44793. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44794. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44795. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44796. }
  44797. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44798. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44799. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44800. if (this._reflectionTexture.boundingBoxSize) {
  44801. var cubeTexture = this._reflectionTexture;
  44802. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44803. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44804. }
  44805. }
  44806. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44807. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44808. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44809. }
  44810. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44811. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44812. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44813. }
  44814. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44815. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44816. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44817. }
  44818. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44819. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44820. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44821. if (scene._mirroredCameraPosition) {
  44822. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44823. }
  44824. else {
  44825. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44826. }
  44827. }
  44828. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44829. var depth = 1.0;
  44830. if (!this._refractionTexture.isCube) {
  44831. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44832. if (this._refractionTexture.depth) {
  44833. depth = this._refractionTexture.depth;
  44834. }
  44835. }
  44836. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44837. }
  44838. }
  44839. // Point size
  44840. if (this.pointsCloud) {
  44841. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44842. }
  44843. if (defines.SPECULARTERM) {
  44844. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44845. }
  44846. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44847. // Diffuse
  44848. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44849. }
  44850. // Textures
  44851. if (scene.texturesEnabled) {
  44852. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44853. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44854. }
  44855. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44856. effect.setTexture("ambientSampler", this._ambientTexture);
  44857. }
  44858. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44859. effect.setTexture("opacitySampler", this._opacityTexture);
  44860. }
  44861. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44862. if (this._reflectionTexture.isCube) {
  44863. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44864. }
  44865. else {
  44866. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44867. }
  44868. }
  44869. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44870. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44871. }
  44872. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44873. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44874. }
  44875. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44876. effect.setTexture("specularSampler", this._specularTexture);
  44877. }
  44878. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44879. effect.setTexture("bumpSampler", this._bumpTexture);
  44880. }
  44881. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44882. var depth = 1.0;
  44883. if (this._refractionTexture.isCube) {
  44884. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44885. }
  44886. else {
  44887. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44888. }
  44889. }
  44890. }
  44891. // Clip plane
  44892. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44893. // Colors
  44894. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44895. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44896. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44897. }
  44898. if (mustRebind || !this.isFrozen) {
  44899. // Lights
  44900. if (scene.lightsEnabled && !this._disableLighting) {
  44901. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44902. }
  44903. // View
  44904. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44905. this.bindView(effect);
  44906. }
  44907. // Fog
  44908. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44909. // Morph targets
  44910. if (defines.NUM_MORPH_INFLUENCERS) {
  44911. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44912. }
  44913. // Log. depth
  44914. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44915. // image processing
  44916. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44917. this._imageProcessingConfiguration.bind(this._activeEffect);
  44918. }
  44919. }
  44920. this._uniformBuffer.update();
  44921. this._afterBind(mesh, this._activeEffect);
  44922. };
  44923. /**
  44924. * Get the list of animatables in the material.
  44925. * @returns the list of animatables object used in the material
  44926. */
  44927. StandardMaterial.prototype.getAnimatables = function () {
  44928. var results = [];
  44929. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44930. results.push(this._diffuseTexture);
  44931. }
  44932. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44933. results.push(this._ambientTexture);
  44934. }
  44935. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44936. results.push(this._opacityTexture);
  44937. }
  44938. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44939. results.push(this._reflectionTexture);
  44940. }
  44941. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44942. results.push(this._emissiveTexture);
  44943. }
  44944. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44945. results.push(this._specularTexture);
  44946. }
  44947. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44948. results.push(this._bumpTexture);
  44949. }
  44950. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44951. results.push(this._lightmapTexture);
  44952. }
  44953. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44954. results.push(this._refractionTexture);
  44955. }
  44956. return results;
  44957. };
  44958. /**
  44959. * Gets the active textures from the material
  44960. * @returns an array of textures
  44961. */
  44962. StandardMaterial.prototype.getActiveTextures = function () {
  44963. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44964. if (this._diffuseTexture) {
  44965. activeTextures.push(this._diffuseTexture);
  44966. }
  44967. if (this._ambientTexture) {
  44968. activeTextures.push(this._ambientTexture);
  44969. }
  44970. if (this._opacityTexture) {
  44971. activeTextures.push(this._opacityTexture);
  44972. }
  44973. if (this._reflectionTexture) {
  44974. activeTextures.push(this._reflectionTexture);
  44975. }
  44976. if (this._emissiveTexture) {
  44977. activeTextures.push(this._emissiveTexture);
  44978. }
  44979. if (this._specularTexture) {
  44980. activeTextures.push(this._specularTexture);
  44981. }
  44982. if (this._bumpTexture) {
  44983. activeTextures.push(this._bumpTexture);
  44984. }
  44985. if (this._lightmapTexture) {
  44986. activeTextures.push(this._lightmapTexture);
  44987. }
  44988. if (this._refractionTexture) {
  44989. activeTextures.push(this._refractionTexture);
  44990. }
  44991. return activeTextures;
  44992. };
  44993. /**
  44994. * Specifies if the material uses a texture
  44995. * @param texture defines the texture to check against the material
  44996. * @returns a boolean specifying if the material uses the texture
  44997. */
  44998. StandardMaterial.prototype.hasTexture = function (texture) {
  44999. if (_super.prototype.hasTexture.call(this, texture)) {
  45000. return true;
  45001. }
  45002. if (this._diffuseTexture === texture) {
  45003. return true;
  45004. }
  45005. if (this._ambientTexture === texture) {
  45006. return true;
  45007. }
  45008. if (this._opacityTexture === texture) {
  45009. return true;
  45010. }
  45011. if (this._reflectionTexture === texture) {
  45012. return true;
  45013. }
  45014. if (this._emissiveTexture === texture) {
  45015. return true;
  45016. }
  45017. if (this._specularTexture === texture) {
  45018. return true;
  45019. }
  45020. if (this._bumpTexture === texture) {
  45021. return true;
  45022. }
  45023. if (this._lightmapTexture === texture) {
  45024. return true;
  45025. }
  45026. if (this._refractionTexture === texture) {
  45027. return true;
  45028. }
  45029. return false;
  45030. };
  45031. /**
  45032. * Disposes the material
  45033. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45034. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45035. */
  45036. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45037. if (forceDisposeTextures) {
  45038. if (this._diffuseTexture) {
  45039. this._diffuseTexture.dispose();
  45040. }
  45041. if (this._ambientTexture) {
  45042. this._ambientTexture.dispose();
  45043. }
  45044. if (this._opacityTexture) {
  45045. this._opacityTexture.dispose();
  45046. }
  45047. if (this._reflectionTexture) {
  45048. this._reflectionTexture.dispose();
  45049. }
  45050. if (this._emissiveTexture) {
  45051. this._emissiveTexture.dispose();
  45052. }
  45053. if (this._specularTexture) {
  45054. this._specularTexture.dispose();
  45055. }
  45056. if (this._bumpTexture) {
  45057. this._bumpTexture.dispose();
  45058. }
  45059. if (this._lightmapTexture) {
  45060. this._lightmapTexture.dispose();
  45061. }
  45062. if (this._refractionTexture) {
  45063. this._refractionTexture.dispose();
  45064. }
  45065. }
  45066. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45067. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45068. }
  45069. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45070. };
  45071. /**
  45072. * Makes a duplicate of the material, and gives it a new name
  45073. * @param name defines the new name for the duplicated material
  45074. * @returns the cloned material
  45075. */
  45076. StandardMaterial.prototype.clone = function (name) {
  45077. var _this = this;
  45078. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45079. result.name = name;
  45080. result.id = name;
  45081. return result;
  45082. };
  45083. /**
  45084. * Serializes this material in a JSON representation
  45085. * @returns the serialized material object
  45086. */
  45087. StandardMaterial.prototype.serialize = function () {
  45088. return BABYLON.SerializationHelper.Serialize(this);
  45089. };
  45090. /**
  45091. * Creates a standard material from parsed material data
  45092. * @param source defines the JSON represnetation of the material
  45093. * @param scene defines the hosting scene
  45094. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45095. * @returns a new material
  45096. */
  45097. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45098. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45099. };
  45100. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45101. /**
  45102. * Are diffuse textures enabled in the application.
  45103. */
  45104. get: function () {
  45105. return StandardMaterial._DiffuseTextureEnabled;
  45106. },
  45107. set: function (value) {
  45108. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45109. return;
  45110. }
  45111. StandardMaterial._DiffuseTextureEnabled = value;
  45112. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45113. },
  45114. enumerable: true,
  45115. configurable: true
  45116. });
  45117. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45118. /**
  45119. * Are ambient textures enabled in the application.
  45120. */
  45121. get: function () {
  45122. return StandardMaterial._AmbientTextureEnabled;
  45123. },
  45124. set: function (value) {
  45125. if (StandardMaterial._AmbientTextureEnabled === value) {
  45126. return;
  45127. }
  45128. StandardMaterial._AmbientTextureEnabled = value;
  45129. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45130. },
  45131. enumerable: true,
  45132. configurable: true
  45133. });
  45134. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45135. /**
  45136. * Are opacity textures enabled in the application.
  45137. */
  45138. get: function () {
  45139. return StandardMaterial._OpacityTextureEnabled;
  45140. },
  45141. set: function (value) {
  45142. if (StandardMaterial._OpacityTextureEnabled === value) {
  45143. return;
  45144. }
  45145. StandardMaterial._OpacityTextureEnabled = value;
  45146. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45147. },
  45148. enumerable: true,
  45149. configurable: true
  45150. });
  45151. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45152. /**
  45153. * Are reflection textures enabled in the application.
  45154. */
  45155. get: function () {
  45156. return StandardMaterial._ReflectionTextureEnabled;
  45157. },
  45158. set: function (value) {
  45159. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45160. return;
  45161. }
  45162. StandardMaterial._ReflectionTextureEnabled = value;
  45163. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45164. },
  45165. enumerable: true,
  45166. configurable: true
  45167. });
  45168. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45169. /**
  45170. * Are emissive textures enabled in the application.
  45171. */
  45172. get: function () {
  45173. return StandardMaterial._EmissiveTextureEnabled;
  45174. },
  45175. set: function (value) {
  45176. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45177. return;
  45178. }
  45179. StandardMaterial._EmissiveTextureEnabled = value;
  45180. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45181. },
  45182. enumerable: true,
  45183. configurable: true
  45184. });
  45185. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45186. /**
  45187. * Are specular textures enabled in the application.
  45188. */
  45189. get: function () {
  45190. return StandardMaterial._SpecularTextureEnabled;
  45191. },
  45192. set: function (value) {
  45193. if (StandardMaterial._SpecularTextureEnabled === value) {
  45194. return;
  45195. }
  45196. StandardMaterial._SpecularTextureEnabled = value;
  45197. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45198. },
  45199. enumerable: true,
  45200. configurable: true
  45201. });
  45202. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45203. /**
  45204. * Are bump textures enabled in the application.
  45205. */
  45206. get: function () {
  45207. return StandardMaterial._BumpTextureEnabled;
  45208. },
  45209. set: function (value) {
  45210. if (StandardMaterial._BumpTextureEnabled === value) {
  45211. return;
  45212. }
  45213. StandardMaterial._BumpTextureEnabled = value;
  45214. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45215. },
  45216. enumerable: true,
  45217. configurable: true
  45218. });
  45219. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45220. /**
  45221. * Are lightmap textures enabled in the application.
  45222. */
  45223. get: function () {
  45224. return StandardMaterial._LightmapTextureEnabled;
  45225. },
  45226. set: function (value) {
  45227. if (StandardMaterial._LightmapTextureEnabled === value) {
  45228. return;
  45229. }
  45230. StandardMaterial._LightmapTextureEnabled = value;
  45231. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45232. },
  45233. enumerable: true,
  45234. configurable: true
  45235. });
  45236. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45237. /**
  45238. * Are refraction textures enabled in the application.
  45239. */
  45240. get: function () {
  45241. return StandardMaterial._RefractionTextureEnabled;
  45242. },
  45243. set: function (value) {
  45244. if (StandardMaterial._RefractionTextureEnabled === value) {
  45245. return;
  45246. }
  45247. StandardMaterial._RefractionTextureEnabled = value;
  45248. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45249. },
  45250. enumerable: true,
  45251. configurable: true
  45252. });
  45253. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45254. /**
  45255. * Are color grading textures enabled in the application.
  45256. */
  45257. get: function () {
  45258. return StandardMaterial._ColorGradingTextureEnabled;
  45259. },
  45260. set: function (value) {
  45261. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45262. return;
  45263. }
  45264. StandardMaterial._ColorGradingTextureEnabled = value;
  45265. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45266. },
  45267. enumerable: true,
  45268. configurable: true
  45269. });
  45270. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45271. /**
  45272. * Are fresnels enabled in the application.
  45273. */
  45274. get: function () {
  45275. return StandardMaterial._FresnelEnabled;
  45276. },
  45277. set: function (value) {
  45278. if (StandardMaterial._FresnelEnabled === value) {
  45279. return;
  45280. }
  45281. StandardMaterial._FresnelEnabled = value;
  45282. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45283. },
  45284. enumerable: true,
  45285. configurable: true
  45286. });
  45287. // Flags used to enable or disable a type of texture for all Standard Materials
  45288. StandardMaterial._DiffuseTextureEnabled = true;
  45289. StandardMaterial._AmbientTextureEnabled = true;
  45290. StandardMaterial._OpacityTextureEnabled = true;
  45291. StandardMaterial._ReflectionTextureEnabled = true;
  45292. StandardMaterial._EmissiveTextureEnabled = true;
  45293. StandardMaterial._SpecularTextureEnabled = true;
  45294. StandardMaterial._BumpTextureEnabled = true;
  45295. StandardMaterial._LightmapTextureEnabled = true;
  45296. StandardMaterial._RefractionTextureEnabled = true;
  45297. StandardMaterial._ColorGradingTextureEnabled = true;
  45298. StandardMaterial._FresnelEnabled = true;
  45299. __decorate([
  45300. BABYLON.serializeAsTexture("diffuseTexture")
  45301. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45302. __decorate([
  45303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45304. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45305. __decorate([
  45306. BABYLON.serializeAsTexture("ambientTexture")
  45307. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45308. __decorate([
  45309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45310. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45311. __decorate([
  45312. BABYLON.serializeAsTexture("opacityTexture")
  45313. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45314. __decorate([
  45315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45316. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45317. __decorate([
  45318. BABYLON.serializeAsTexture("reflectionTexture")
  45319. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45320. __decorate([
  45321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45322. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45323. __decorate([
  45324. BABYLON.serializeAsTexture("emissiveTexture")
  45325. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45326. __decorate([
  45327. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45328. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45329. __decorate([
  45330. BABYLON.serializeAsTexture("specularTexture")
  45331. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45332. __decorate([
  45333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45334. ], StandardMaterial.prototype, "specularTexture", void 0);
  45335. __decorate([
  45336. BABYLON.serializeAsTexture("bumpTexture")
  45337. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45338. __decorate([
  45339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45340. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45341. __decorate([
  45342. BABYLON.serializeAsTexture("lightmapTexture")
  45343. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45344. __decorate([
  45345. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45346. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45347. __decorate([
  45348. BABYLON.serializeAsTexture("refractionTexture")
  45349. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45350. __decorate([
  45351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45352. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45353. __decorate([
  45354. BABYLON.serializeAsColor3("ambient")
  45355. ], StandardMaterial.prototype, "ambientColor", void 0);
  45356. __decorate([
  45357. BABYLON.serializeAsColor3("diffuse")
  45358. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45359. __decorate([
  45360. BABYLON.serializeAsColor3("specular")
  45361. ], StandardMaterial.prototype, "specularColor", void 0);
  45362. __decorate([
  45363. BABYLON.serializeAsColor3("emissive")
  45364. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45365. __decorate([
  45366. BABYLON.serialize()
  45367. ], StandardMaterial.prototype, "specularPower", void 0);
  45368. __decorate([
  45369. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45370. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45373. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45374. __decorate([
  45375. BABYLON.serialize("useEmissiveAsIllumination")
  45376. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45377. __decorate([
  45378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45379. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45380. __decorate([
  45381. BABYLON.serialize("linkEmissiveWithDiffuse")
  45382. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45383. __decorate([
  45384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45385. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45386. __decorate([
  45387. BABYLON.serialize("useSpecularOverAlpha")
  45388. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45389. __decorate([
  45390. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45391. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45392. __decorate([
  45393. BABYLON.serialize("useReflectionOverAlpha")
  45394. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45395. __decorate([
  45396. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45397. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45398. __decorate([
  45399. BABYLON.serialize("disableLighting")
  45400. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45401. __decorate([
  45402. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45403. ], StandardMaterial.prototype, "disableLighting", void 0);
  45404. __decorate([
  45405. BABYLON.serialize("useObjectSpaceNormalMap")
  45406. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45407. __decorate([
  45408. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45409. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45410. __decorate([
  45411. BABYLON.serialize("useParallax")
  45412. ], StandardMaterial.prototype, "_useParallax", void 0);
  45413. __decorate([
  45414. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45415. ], StandardMaterial.prototype, "useParallax", void 0);
  45416. __decorate([
  45417. BABYLON.serialize("useParallaxOcclusion")
  45418. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45419. __decorate([
  45420. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45421. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45422. __decorate([
  45423. BABYLON.serialize()
  45424. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45425. __decorate([
  45426. BABYLON.serialize("roughness")
  45427. ], StandardMaterial.prototype, "_roughness", void 0);
  45428. __decorate([
  45429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45430. ], StandardMaterial.prototype, "roughness", void 0);
  45431. __decorate([
  45432. BABYLON.serialize()
  45433. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45434. __decorate([
  45435. BABYLON.serialize()
  45436. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45437. __decorate([
  45438. BABYLON.serialize()
  45439. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45440. __decorate([
  45441. BABYLON.serialize("useLightmapAsShadowmap")
  45442. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45443. __decorate([
  45444. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45445. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45446. __decorate([
  45447. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45448. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45449. __decorate([
  45450. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45451. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45452. __decorate([
  45453. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45454. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45455. __decorate([
  45456. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45457. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45458. __decorate([
  45459. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45460. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45461. __decorate([
  45462. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45463. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45464. __decorate([
  45465. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45466. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45467. __decorate([
  45468. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45469. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45470. __decorate([
  45471. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45472. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45473. __decorate([
  45474. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45475. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45476. __decorate([
  45477. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45478. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45479. __decorate([
  45480. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45481. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45482. __decorate([
  45483. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45484. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45485. __decorate([
  45486. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45487. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45488. __decorate([
  45489. BABYLON.serialize("maxSimultaneousLights")
  45490. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45491. __decorate([
  45492. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45493. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45494. __decorate([
  45495. BABYLON.serialize("invertNormalMapX")
  45496. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45497. __decorate([
  45498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45499. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45500. __decorate([
  45501. BABYLON.serialize("invertNormalMapY")
  45502. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45503. __decorate([
  45504. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45505. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45506. __decorate([
  45507. BABYLON.serialize("twoSidedLighting")
  45508. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45509. __decorate([
  45510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45511. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45512. __decorate([
  45513. BABYLON.serialize()
  45514. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45515. return StandardMaterial;
  45516. }(BABYLON.PushMaterial));
  45517. BABYLON.StandardMaterial = StandardMaterial;
  45518. })(BABYLON || (BABYLON = {}));
  45519. //# sourceMappingURL=babylon.standardMaterial.js.map
  45520. var BABYLON;
  45521. (function (BABYLON) {
  45522. /**
  45523. * Class representing spherical polynomial coefficients to the 3rd degree
  45524. */
  45525. var SphericalPolynomial = /** @class */ (function () {
  45526. function SphericalPolynomial() {
  45527. /**
  45528. * The x coefficients of the spherical polynomial
  45529. */
  45530. this.x = BABYLON.Vector3.Zero();
  45531. /**
  45532. * The y coefficients of the spherical polynomial
  45533. */
  45534. this.y = BABYLON.Vector3.Zero();
  45535. /**
  45536. * The z coefficients of the spherical polynomial
  45537. */
  45538. this.z = BABYLON.Vector3.Zero();
  45539. /**
  45540. * The xx coefficients of the spherical polynomial
  45541. */
  45542. this.xx = BABYLON.Vector3.Zero();
  45543. /**
  45544. * The yy coefficients of the spherical polynomial
  45545. */
  45546. this.yy = BABYLON.Vector3.Zero();
  45547. /**
  45548. * The zz coefficients of the spherical polynomial
  45549. */
  45550. this.zz = BABYLON.Vector3.Zero();
  45551. /**
  45552. * The xy coefficients of the spherical polynomial
  45553. */
  45554. this.xy = BABYLON.Vector3.Zero();
  45555. /**
  45556. * The yz coefficients of the spherical polynomial
  45557. */
  45558. this.yz = BABYLON.Vector3.Zero();
  45559. /**
  45560. * The zx coefficients of the spherical polynomial
  45561. */
  45562. this.zx = BABYLON.Vector3.Zero();
  45563. }
  45564. /**
  45565. * Adds an ambient color to the spherical polynomial
  45566. * @param color the color to add
  45567. */
  45568. SphericalPolynomial.prototype.addAmbient = function (color) {
  45569. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45570. this.xx = this.xx.add(colorVector);
  45571. this.yy = this.yy.add(colorVector);
  45572. this.zz = this.zz.add(colorVector);
  45573. };
  45574. /**
  45575. * Scales the spherical polynomial by the given amount
  45576. * @param scale the amount to scale
  45577. */
  45578. SphericalPolynomial.prototype.scale = function (scale) {
  45579. this.x = this.x.scale(scale);
  45580. this.y = this.y.scale(scale);
  45581. this.z = this.z.scale(scale);
  45582. this.xx = this.xx.scale(scale);
  45583. this.yy = this.yy.scale(scale);
  45584. this.zz = this.zz.scale(scale);
  45585. this.yz = this.yz.scale(scale);
  45586. this.zx = this.zx.scale(scale);
  45587. this.xy = this.xy.scale(scale);
  45588. };
  45589. /**
  45590. * Gets the spherical polynomial from harmonics
  45591. * @param harmonics the spherical harmonics
  45592. * @returns the spherical polynomial
  45593. */
  45594. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45595. var result = new SphericalPolynomial();
  45596. result.x = harmonics.l11.scale(1.02333);
  45597. result.y = harmonics.l1_1.scale(1.02333);
  45598. result.z = harmonics.l10.scale(1.02333);
  45599. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45600. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45601. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45602. result.yz = harmonics.l2_1.scale(0.858086);
  45603. result.zx = harmonics.l21.scale(0.858086);
  45604. result.xy = harmonics.l2_2.scale(0.858086);
  45605. result.scale(1.0 / Math.PI);
  45606. return result;
  45607. };
  45608. /**
  45609. * Constructs a spherical polynomial from an array.
  45610. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45611. * @returns the spherical polynomial
  45612. */
  45613. SphericalPolynomial.FromArray = function (data) {
  45614. var sp = new SphericalPolynomial();
  45615. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45616. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45617. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45618. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45619. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45620. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45621. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45622. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45623. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45624. return sp;
  45625. };
  45626. return SphericalPolynomial;
  45627. }());
  45628. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45629. /**
  45630. * Class representing spherical harmonics coefficients to the 3rd degree
  45631. */
  45632. var SphericalHarmonics = /** @class */ (function () {
  45633. function SphericalHarmonics() {
  45634. /**
  45635. * The l0,0 coefficients of the spherical harmonics
  45636. */
  45637. this.l00 = BABYLON.Vector3.Zero();
  45638. /**
  45639. * The l1,-1 coefficients of the spherical harmonics
  45640. */
  45641. this.l1_1 = BABYLON.Vector3.Zero();
  45642. /**
  45643. * The l1,0 coefficients of the spherical harmonics
  45644. */
  45645. this.l10 = BABYLON.Vector3.Zero();
  45646. /**
  45647. * The l1,1 coefficients of the spherical harmonics
  45648. */
  45649. this.l11 = BABYLON.Vector3.Zero();
  45650. /**
  45651. * The l2,-2 coefficients of the spherical harmonics
  45652. */
  45653. this.l2_2 = BABYLON.Vector3.Zero();
  45654. /**
  45655. * The l2,-1 coefficients of the spherical harmonics
  45656. */
  45657. this.l2_1 = BABYLON.Vector3.Zero();
  45658. /**
  45659. * The l2,0 coefficients of the spherical harmonics
  45660. */
  45661. this.l20 = BABYLON.Vector3.Zero();
  45662. /**
  45663. * The l2,1 coefficients of the spherical harmonics
  45664. */
  45665. this.l21 = BABYLON.Vector3.Zero();
  45666. /**
  45667. * The l2,2 coefficients of the spherical harmonics
  45668. */
  45669. this.lL22 = BABYLON.Vector3.Zero();
  45670. }
  45671. /**
  45672. * Adds a light to the spherical harmonics
  45673. * @param direction the direction of the light
  45674. * @param color the color of the light
  45675. * @param deltaSolidAngle the delta solid angle of the light
  45676. */
  45677. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45678. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45679. var c = colorVector.scale(deltaSolidAngle);
  45680. this.l00 = this.l00.add(c.scale(0.282095));
  45681. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45682. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45683. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45684. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45685. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45686. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45687. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45688. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45689. };
  45690. /**
  45691. * Scales the spherical harmonics by the given amount
  45692. * @param scale the amount to scale
  45693. */
  45694. SphericalHarmonics.prototype.scale = function (scale) {
  45695. this.l00 = this.l00.scale(scale);
  45696. this.l1_1 = this.l1_1.scale(scale);
  45697. this.l10 = this.l10.scale(scale);
  45698. this.l11 = this.l11.scale(scale);
  45699. this.l2_2 = this.l2_2.scale(scale);
  45700. this.l2_1 = this.l2_1.scale(scale);
  45701. this.l20 = this.l20.scale(scale);
  45702. this.l21 = this.l21.scale(scale);
  45703. this.lL22 = this.lL22.scale(scale);
  45704. };
  45705. /**
  45706. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45707. *
  45708. * ```
  45709. * E_lm = A_l * L_lm
  45710. * ```
  45711. *
  45712. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45713. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45714. * the scaling factors are given in equation 9.
  45715. */
  45716. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45717. // Constant (Band 0)
  45718. this.l00 = this.l00.scale(3.141593);
  45719. // Linear (Band 1)
  45720. this.l1_1 = this.l1_1.scale(2.094395);
  45721. this.l10 = this.l10.scale(2.094395);
  45722. this.l11 = this.l11.scale(2.094395);
  45723. // Quadratic (Band 2)
  45724. this.l2_2 = this.l2_2.scale(0.785398);
  45725. this.l2_1 = this.l2_1.scale(0.785398);
  45726. this.l20 = this.l20.scale(0.785398);
  45727. this.l21 = this.l21.scale(0.785398);
  45728. this.lL22 = this.lL22.scale(0.785398);
  45729. };
  45730. /**
  45731. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45732. *
  45733. * ```
  45734. * L = (1/pi) * E * rho
  45735. * ```
  45736. *
  45737. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45738. */
  45739. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45740. this.scale(1.0 / Math.PI);
  45741. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45742. // (The pixel shader must apply albedo after texture fetches, etc).
  45743. };
  45744. /**
  45745. * Gets the spherical harmonics from polynomial
  45746. * @param polynomial the spherical polynomial
  45747. * @returns the spherical harmonics
  45748. */
  45749. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45750. var result = new SphericalHarmonics();
  45751. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45752. result.l1_1 = polynomial.y.scale(0.977204);
  45753. result.l10 = polynomial.z.scale(0.977204);
  45754. result.l11 = polynomial.x.scale(0.977204);
  45755. result.l2_2 = polynomial.xy.scale(1.16538);
  45756. result.l2_1 = polynomial.yz.scale(1.16538);
  45757. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45758. result.l21 = polynomial.zx.scale(1.16538);
  45759. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45760. result.scale(Math.PI);
  45761. return result;
  45762. };
  45763. /**
  45764. * Constructs a spherical harmonics from an array.
  45765. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45766. * @returns the spherical harmonics
  45767. */
  45768. SphericalHarmonics.FromArray = function (data) {
  45769. var sh = new SphericalHarmonics();
  45770. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45771. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45772. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45773. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45774. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45775. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45776. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45777. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45778. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45779. return sh;
  45780. };
  45781. return SphericalHarmonics;
  45782. }());
  45783. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45784. })(BABYLON || (BABYLON = {}));
  45785. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45786. var BABYLON;
  45787. (function (BABYLON) {
  45788. var FileFaceOrientation = /** @class */ (function () {
  45789. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45790. this.name = name;
  45791. this.worldAxisForNormal = worldAxisForNormal;
  45792. this.worldAxisForFileX = worldAxisForFileX;
  45793. this.worldAxisForFileY = worldAxisForFileY;
  45794. }
  45795. return FileFaceOrientation;
  45796. }());
  45797. /**
  45798. * Helper class dealing with the extraction of spherical polynomial dataArray
  45799. * from a cube map.
  45800. */
  45801. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45802. function CubeMapToSphericalPolynomialTools() {
  45803. }
  45804. /**
  45805. * Converts a texture to the according Spherical Polynomial data.
  45806. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45807. *
  45808. * @param texture The texture to extract the information from.
  45809. * @return The Spherical Polynomial data.
  45810. */
  45811. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45812. if (!texture.isCube) {
  45813. // Only supports cube Textures currently.
  45814. return null;
  45815. }
  45816. var size = texture.getSize().width;
  45817. var right = texture.readPixels(0);
  45818. var left = texture.readPixels(1);
  45819. var up;
  45820. var down;
  45821. if (texture.isRenderTarget) {
  45822. up = texture.readPixels(3);
  45823. down = texture.readPixels(2);
  45824. }
  45825. else {
  45826. up = texture.readPixels(2);
  45827. down = texture.readPixels(3);
  45828. }
  45829. var front = texture.readPixels(4);
  45830. var back = texture.readPixels(5);
  45831. var gammaSpace = texture.gammaSpace;
  45832. // Always read as RGBA.
  45833. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45834. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45835. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45836. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45837. }
  45838. var cubeInfo = {
  45839. size: size,
  45840. right: right,
  45841. left: left,
  45842. up: up,
  45843. down: down,
  45844. front: front,
  45845. back: back,
  45846. format: format,
  45847. type: type,
  45848. gammaSpace: gammaSpace,
  45849. };
  45850. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45851. };
  45852. /**
  45853. * Converts a cubemap to the according Spherical Polynomial data.
  45854. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45855. *
  45856. * @param cubeInfo The Cube map to extract the information from.
  45857. * @return The Spherical Polynomial data.
  45858. */
  45859. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45860. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45861. var totalSolidAngle = 0.0;
  45862. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45863. var du = 2.0 / cubeInfo.size;
  45864. var dv = du;
  45865. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45866. var minUV = du * 0.5 - 1.0;
  45867. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45868. var fileFace = this.FileFaces[faceIndex];
  45869. var dataArray = cubeInfo[fileFace.name];
  45870. var v = minUV;
  45871. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45872. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45873. // Because SP is still linear, so summation is fine in that basis.
  45874. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45875. for (var y = 0; y < cubeInfo.size; y++) {
  45876. var u = minUV;
  45877. for (var x = 0; x < cubeInfo.size; x++) {
  45878. // World direction (not normalised)
  45879. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45880. worldDirection.normalize();
  45881. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45882. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45883. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45884. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45885. // Handle Integer types.
  45886. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45887. r /= 255;
  45888. g /= 255;
  45889. b /= 255;
  45890. }
  45891. // Handle Gamma space textures.
  45892. if (cubeInfo.gammaSpace) {
  45893. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45894. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45895. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45896. }
  45897. var color = new BABYLON.Color3(r, g, b);
  45898. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45899. totalSolidAngle += deltaSolidAngle;
  45900. u += du;
  45901. }
  45902. v += dv;
  45903. }
  45904. }
  45905. // Solid angle for entire sphere is 4*pi
  45906. var sphereSolidAngle = 4.0 * Math.PI;
  45907. // Adjust the solid angle to allow for how many faces we processed.
  45908. var facesProcessed = 6.0;
  45909. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45910. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45911. // This is needed because the numerical integration over the cube uses a
  45912. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45913. // and also to compensate for accumulative error due to float precision in the summation.
  45914. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45915. sphericalHarmonics.scale(correctionFactor);
  45916. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45917. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45918. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45919. };
  45920. CubeMapToSphericalPolynomialTools.FileFaces = [
  45921. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45922. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45923. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45924. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45925. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45926. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45927. ];
  45928. return CubeMapToSphericalPolynomialTools;
  45929. }());
  45930. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45931. })(BABYLON || (BABYLON = {}));
  45932. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45933. var BABYLON;
  45934. (function (BABYLON) {
  45935. /**
  45936. * Manages the defines for the PBR Material.
  45937. * @hiddenChildren
  45938. */
  45939. var PBRMaterialDefines = /** @class */ (function (_super) {
  45940. __extends(PBRMaterialDefines, _super);
  45941. /**
  45942. * Initializes the PBR Material defines.
  45943. */
  45944. function PBRMaterialDefines() {
  45945. var _this = _super.call(this) || this;
  45946. _this.PBR = true;
  45947. _this.MAINUV1 = false;
  45948. _this.MAINUV2 = false;
  45949. _this.UV1 = false;
  45950. _this.UV2 = false;
  45951. _this.ALBEDO = false;
  45952. _this.ALBEDODIRECTUV = 0;
  45953. _this.VERTEXCOLOR = false;
  45954. _this.AMBIENT = false;
  45955. _this.AMBIENTDIRECTUV = 0;
  45956. _this.AMBIENTINGRAYSCALE = false;
  45957. _this.OPACITY = false;
  45958. _this.VERTEXALPHA = false;
  45959. _this.OPACITYDIRECTUV = 0;
  45960. _this.OPACITYRGB = false;
  45961. _this.ALPHATEST = false;
  45962. _this.DEPTHPREPASS = false;
  45963. _this.ALPHABLEND = false;
  45964. _this.ALPHAFROMALBEDO = false;
  45965. _this.ALPHATESTVALUE = "0.5";
  45966. _this.SPECULAROVERALPHA = false;
  45967. _this.RADIANCEOVERALPHA = false;
  45968. _this.ALPHAFRESNEL = false;
  45969. _this.LINEARALPHAFRESNEL = false;
  45970. _this.PREMULTIPLYALPHA = false;
  45971. _this.EMISSIVE = false;
  45972. _this.EMISSIVEDIRECTUV = 0;
  45973. _this.REFLECTIVITY = false;
  45974. _this.REFLECTIVITYDIRECTUV = 0;
  45975. _this.SPECULARTERM = false;
  45976. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45977. _this.MICROSURFACEAUTOMATIC = false;
  45978. _this.LODBASEDMICROSFURACE = false;
  45979. _this.MICROSURFACEMAP = false;
  45980. _this.MICROSURFACEMAPDIRECTUV = 0;
  45981. _this.METALLICWORKFLOW = false;
  45982. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45983. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45984. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45985. _this.AOSTOREINMETALMAPRED = false;
  45986. _this.ENVIRONMENTBRDF = false;
  45987. _this.NORMAL = false;
  45988. _this.TANGENT = false;
  45989. _this.BUMP = false;
  45990. _this.BUMPDIRECTUV = 0;
  45991. _this.OBJECTSPACE_NORMALMAP = false;
  45992. _this.PARALLAX = false;
  45993. _this.PARALLAXOCCLUSION = false;
  45994. _this.NORMALXYSCALE = true;
  45995. _this.LIGHTMAP = false;
  45996. _this.LIGHTMAPDIRECTUV = 0;
  45997. _this.USELIGHTMAPASSHADOWMAP = false;
  45998. _this.GAMMALIGHTMAP = false;
  45999. _this.REFLECTION = false;
  46000. _this.REFLECTIONMAP_3D = false;
  46001. _this.REFLECTIONMAP_SPHERICAL = false;
  46002. _this.REFLECTIONMAP_PLANAR = false;
  46003. _this.REFLECTIONMAP_CUBIC = false;
  46004. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46005. _this.REFLECTIONMAP_PROJECTION = false;
  46006. _this.REFLECTIONMAP_SKYBOX = false;
  46007. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46008. _this.REFLECTIONMAP_EXPLICIT = false;
  46009. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46010. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46011. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46012. _this.INVERTCUBICMAP = false;
  46013. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46014. _this.USESPHERICALINVERTEX = false;
  46015. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46016. _this.LODINREFLECTIONALPHA = false;
  46017. _this.GAMMAREFLECTION = false;
  46018. _this.RGBDREFLECTION = false;
  46019. _this.RADIANCEOCCLUSION = false;
  46020. _this.HORIZONOCCLUSION = false;
  46021. _this.REFRACTION = false;
  46022. _this.REFRACTIONMAP_3D = false;
  46023. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46024. _this.LODINREFRACTIONALPHA = false;
  46025. _this.GAMMAREFRACTION = false;
  46026. _this.RGBDREFRACTION = false;
  46027. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46028. _this.INSTANCES = false;
  46029. _this.NUM_BONE_INFLUENCERS = 0;
  46030. _this.BonesPerMesh = 0;
  46031. _this.BONETEXTURE = false;
  46032. _this.NONUNIFORMSCALING = false;
  46033. _this.MORPHTARGETS = false;
  46034. _this.MORPHTARGETS_NORMAL = false;
  46035. _this.MORPHTARGETS_TANGENT = false;
  46036. _this.NUM_MORPH_INFLUENCERS = 0;
  46037. _this.IMAGEPROCESSING = false;
  46038. _this.VIGNETTE = false;
  46039. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46040. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46041. _this.TONEMAPPING = false;
  46042. _this.TONEMAPPING_ACES = false;
  46043. _this.CONTRAST = false;
  46044. _this.COLORCURVES = false;
  46045. _this.COLORGRADING = false;
  46046. _this.COLORGRADING3D = false;
  46047. _this.SAMPLER3DGREENDEPTH = false;
  46048. _this.SAMPLER3DBGRMAP = false;
  46049. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46050. _this.EXPOSURE = false;
  46051. _this.USEPHYSICALLIGHTFALLOFF = false;
  46052. _this.USEGLTFLIGHTFALLOFF = false;
  46053. _this.TWOSIDEDLIGHTING = false;
  46054. _this.SHADOWFLOAT = false;
  46055. _this.CLIPPLANE = false;
  46056. _this.CLIPPLANE2 = false;
  46057. _this.CLIPPLANE3 = false;
  46058. _this.CLIPPLANE4 = false;
  46059. _this.POINTSIZE = false;
  46060. _this.FOG = false;
  46061. _this.LOGARITHMICDEPTH = false;
  46062. _this.FORCENORMALFORWARD = false;
  46063. _this.SPECULARAA = false;
  46064. _this.UNLIT = false;
  46065. _this.rebuild();
  46066. return _this;
  46067. }
  46068. /**
  46069. * Resets the PBR Material defines.
  46070. */
  46071. PBRMaterialDefines.prototype.reset = function () {
  46072. _super.prototype.reset.call(this);
  46073. this.ALPHATESTVALUE = "0.5";
  46074. this.PBR = true;
  46075. };
  46076. return PBRMaterialDefines;
  46077. }(BABYLON.MaterialDefines));
  46078. /**
  46079. * The Physically based material base class of BJS.
  46080. *
  46081. * This offers the main features of a standard PBR material.
  46082. * For more information, please refer to the documentation :
  46083. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46084. */
  46085. var PBRBaseMaterial = /** @class */ (function (_super) {
  46086. __extends(PBRBaseMaterial, _super);
  46087. /**
  46088. * Instantiates a new PBRMaterial instance.
  46089. *
  46090. * @param name The material name
  46091. * @param scene The scene the material will be use in.
  46092. */
  46093. function PBRBaseMaterial(name, scene) {
  46094. var _this = _super.call(this, name, scene) || this;
  46095. /**
  46096. * Intensity of the direct lights e.g. the four lights available in your scene.
  46097. * This impacts both the direct diffuse and specular highlights.
  46098. */
  46099. _this._directIntensity = 1.0;
  46100. /**
  46101. * Intensity of the emissive part of the material.
  46102. * This helps controlling the emissive effect without modifying the emissive color.
  46103. */
  46104. _this._emissiveIntensity = 1.0;
  46105. /**
  46106. * Intensity of the environment e.g. how much the environment will light the object
  46107. * either through harmonics for rough material or through the refelction for shiny ones.
  46108. */
  46109. _this._environmentIntensity = 1.0;
  46110. /**
  46111. * This is a special control allowing the reduction of the specular highlights coming from the
  46112. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46113. */
  46114. _this._specularIntensity = 1.0;
  46115. /**
  46116. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46117. */
  46118. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46119. /**
  46120. * Debug Control allowing disabling the bump map on this material.
  46121. */
  46122. _this._disableBumpMap = false;
  46123. /**
  46124. * AKA Occlusion Texture Intensity in other nomenclature.
  46125. */
  46126. _this._ambientTextureStrength = 1.0;
  46127. /**
  46128. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46129. * 1 means it completely occludes it
  46130. * 0 mean it has no impact
  46131. */
  46132. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46133. /**
  46134. * The color of a material in ambient lighting.
  46135. */
  46136. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46137. /**
  46138. * AKA Diffuse Color in other nomenclature.
  46139. */
  46140. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46141. /**
  46142. * AKA Specular Color in other nomenclature.
  46143. */
  46144. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46145. /**
  46146. * The color applied when light is reflected from a material.
  46147. */
  46148. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46149. /**
  46150. * The color applied when light is emitted from a material.
  46151. */
  46152. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46153. /**
  46154. * AKA Glossiness in other nomenclature.
  46155. */
  46156. _this._microSurface = 0.9;
  46157. /**
  46158. * source material index of refraction (IOR)' / 'destination material IOR.
  46159. */
  46160. _this._indexOfRefraction = 0.66;
  46161. /**
  46162. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46163. */
  46164. _this._invertRefractionY = false;
  46165. /**
  46166. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46167. * Materials half opaque for instance using refraction could benefit from this control.
  46168. */
  46169. _this._linkRefractionWithTransparency = false;
  46170. /**
  46171. * Specifies that the material will use the light map as a show map.
  46172. */
  46173. _this._useLightmapAsShadowmap = false;
  46174. /**
  46175. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46176. * makes the reflect vector face the model (under horizon).
  46177. */
  46178. _this._useHorizonOcclusion = true;
  46179. /**
  46180. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46181. * too much the area relying on ambient texture to define their ambient occlusion.
  46182. */
  46183. _this._useRadianceOcclusion = true;
  46184. /**
  46185. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46186. */
  46187. _this._useAlphaFromAlbedoTexture = false;
  46188. /**
  46189. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46190. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46191. */
  46192. _this._useSpecularOverAlpha = true;
  46193. /**
  46194. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46195. */
  46196. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46197. /**
  46198. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46199. */
  46200. _this._useRoughnessFromMetallicTextureAlpha = true;
  46201. /**
  46202. * Specifies if the metallic texture contains the roughness information in its green channel.
  46203. */
  46204. _this._useRoughnessFromMetallicTextureGreen = false;
  46205. /**
  46206. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46207. */
  46208. _this._useMetallnessFromMetallicTextureBlue = false;
  46209. /**
  46210. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46211. */
  46212. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46213. /**
  46214. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46215. */
  46216. _this._useAmbientInGrayScale = false;
  46217. /**
  46218. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46219. * The material will try to infer what glossiness each pixel should be.
  46220. */
  46221. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46222. /**
  46223. * Defines the falloff type used in this material.
  46224. * It by default is Physical.
  46225. */
  46226. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46227. /**
  46228. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46229. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46230. */
  46231. _this._useRadianceOverAlpha = true;
  46232. /**
  46233. * Allows using an object space normal map (instead of tangent space).
  46234. */
  46235. _this._useObjectSpaceNormalMap = false;
  46236. /**
  46237. * Allows using the bump map in parallax mode.
  46238. */
  46239. _this._useParallax = false;
  46240. /**
  46241. * Allows using the bump map in parallax occlusion mode.
  46242. */
  46243. _this._useParallaxOcclusion = false;
  46244. /**
  46245. * Controls the scale bias of the parallax mode.
  46246. */
  46247. _this._parallaxScaleBias = 0.05;
  46248. /**
  46249. * If sets to true, disables all the lights affecting the material.
  46250. */
  46251. _this._disableLighting = false;
  46252. /**
  46253. * Number of Simultaneous lights allowed on the material.
  46254. */
  46255. _this._maxSimultaneousLights = 4;
  46256. /**
  46257. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46258. */
  46259. _this._invertNormalMapX = false;
  46260. /**
  46261. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46262. */
  46263. _this._invertNormalMapY = false;
  46264. /**
  46265. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46266. */
  46267. _this._twoSidedLighting = false;
  46268. /**
  46269. * Defines the alpha limits in alpha test mode.
  46270. */
  46271. _this._alphaCutOff = 0.4;
  46272. /**
  46273. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46274. */
  46275. _this._forceAlphaTest = false;
  46276. /**
  46277. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46278. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46279. */
  46280. _this._useAlphaFresnel = false;
  46281. /**
  46282. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46283. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46284. */
  46285. _this._useLinearAlphaFresnel = false;
  46286. /**
  46287. * The transparency mode of the material.
  46288. */
  46289. _this._transparencyMode = null;
  46290. /**
  46291. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46292. * from cos thetav and roughness:
  46293. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46294. */
  46295. _this._environmentBRDFTexture = null;
  46296. /**
  46297. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46298. */
  46299. _this._forceIrradianceInFragment = false;
  46300. /**
  46301. * Force normal to face away from face.
  46302. */
  46303. _this._forceNormalForward = false;
  46304. /**
  46305. * Enables specular anti aliasing in the PBR shader.
  46306. * It will both interacts on the Geometry for analytical and IBL lighting.
  46307. * It also prefilter the roughness map based on the bump values.
  46308. */
  46309. _this._enableSpecularAntiAliasing = false;
  46310. /**
  46311. * Stores the available render targets.
  46312. */
  46313. _this._renderTargets = new BABYLON.SmartArray(16);
  46314. /**
  46315. * Sets the global ambient color for the material used in lighting calculations.
  46316. */
  46317. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46318. /**
  46319. * If set to true, no lighting calculations will be applied.
  46320. */
  46321. _this._unlit = false;
  46322. // Setup the default processing configuration to the scene.
  46323. _this._attachImageProcessingConfiguration(null);
  46324. _this.getRenderTargetTextures = function () {
  46325. _this._renderTargets.reset();
  46326. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46327. _this._renderTargets.push(_this._reflectionTexture);
  46328. }
  46329. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46330. _this._renderTargets.push(_this._refractionTexture);
  46331. }
  46332. return _this._renderTargets;
  46333. };
  46334. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46335. return _this;
  46336. }
  46337. /**
  46338. * Attaches a new image processing configuration to the PBR Material.
  46339. * @param configuration
  46340. */
  46341. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46342. var _this = this;
  46343. if (configuration === this._imageProcessingConfiguration) {
  46344. return;
  46345. }
  46346. // Detaches observer.
  46347. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46348. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46349. }
  46350. // Pick the scene configuration if needed.
  46351. if (!configuration) {
  46352. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46353. }
  46354. else {
  46355. this._imageProcessingConfiguration = configuration;
  46356. }
  46357. // Attaches observer.
  46358. if (this._imageProcessingConfiguration) {
  46359. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46360. _this._markAllSubMeshesAsImageProcessingDirty();
  46361. });
  46362. }
  46363. };
  46364. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46365. /**
  46366. * Gets a boolean indicating that current material needs to register RTT
  46367. */
  46368. get: function () {
  46369. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46370. return true;
  46371. }
  46372. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46373. return true;
  46374. }
  46375. return false;
  46376. },
  46377. enumerable: true,
  46378. configurable: true
  46379. });
  46380. /**
  46381. * Gets the name of the material class.
  46382. */
  46383. PBRBaseMaterial.prototype.getClassName = function () {
  46384. return "PBRBaseMaterial";
  46385. };
  46386. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46387. /**
  46388. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46389. */
  46390. get: function () {
  46391. return this._useLogarithmicDepth;
  46392. },
  46393. /**
  46394. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46395. */
  46396. set: function (value) {
  46397. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46398. },
  46399. enumerable: true,
  46400. configurable: true
  46401. });
  46402. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46403. /**
  46404. * Gets the current transparency mode.
  46405. */
  46406. get: function () {
  46407. return this._transparencyMode;
  46408. },
  46409. /**
  46410. * Sets the transparency mode of the material.
  46411. *
  46412. * | Value | Type | Description |
  46413. * | ----- | ----------------------------------- | ----------- |
  46414. * | 0 | OPAQUE | |
  46415. * | 1 | ALPHATEST | |
  46416. * | 2 | ALPHABLEND | |
  46417. * | 3 | ALPHATESTANDBLEND | |
  46418. *
  46419. */
  46420. set: function (value) {
  46421. if (this._transparencyMode === value) {
  46422. return;
  46423. }
  46424. this._transparencyMode = value;
  46425. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46426. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46427. },
  46428. enumerable: true,
  46429. configurable: true
  46430. });
  46431. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46432. /**
  46433. * Returns true if alpha blending should be disabled.
  46434. */
  46435. get: function () {
  46436. return (this._linkRefractionWithTransparency ||
  46437. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46438. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46439. },
  46440. enumerable: true,
  46441. configurable: true
  46442. });
  46443. /**
  46444. * Specifies whether or not this material should be rendered in alpha blend mode.
  46445. */
  46446. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46447. if (this._disableAlphaBlending) {
  46448. return false;
  46449. }
  46450. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46451. };
  46452. /**
  46453. * Specifies if the mesh will require alpha blending.
  46454. * @param mesh - BJS mesh.
  46455. */
  46456. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46457. if (this._disableAlphaBlending) {
  46458. return false;
  46459. }
  46460. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46461. };
  46462. /**
  46463. * Specifies whether or not this material should be rendered in alpha test mode.
  46464. */
  46465. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46466. if (this._forceAlphaTest) {
  46467. return true;
  46468. }
  46469. if (this._linkRefractionWithTransparency) {
  46470. return false;
  46471. }
  46472. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46473. };
  46474. /**
  46475. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46476. */
  46477. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46478. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46479. };
  46480. /**
  46481. * Gets the texture used for the alpha test.
  46482. */
  46483. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46484. return this._albedoTexture;
  46485. };
  46486. /**
  46487. * Specifies that the submesh is ready to be used.
  46488. * @param mesh - BJS mesh.
  46489. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46490. * @param useInstances - Specifies that instances should be used.
  46491. * @returns - boolean indicating that the submesh is ready or not.
  46492. */
  46493. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46494. if (subMesh.effect && this.isFrozen) {
  46495. if (this._wasPreviouslyReady) {
  46496. return true;
  46497. }
  46498. }
  46499. if (!subMesh._materialDefines) {
  46500. subMesh._materialDefines = new PBRMaterialDefines();
  46501. }
  46502. var defines = subMesh._materialDefines;
  46503. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46504. if (defines._renderId === this.getScene().getRenderId()) {
  46505. return true;
  46506. }
  46507. }
  46508. var scene = this.getScene();
  46509. var engine = scene.getEngine();
  46510. if (defines._areTexturesDirty) {
  46511. if (scene.texturesEnabled) {
  46512. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46513. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46514. return false;
  46515. }
  46516. }
  46517. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46518. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46519. return false;
  46520. }
  46521. }
  46522. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46523. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46524. return false;
  46525. }
  46526. }
  46527. var reflectionTexture = this._getReflectionTexture();
  46528. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46529. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46530. return false;
  46531. }
  46532. }
  46533. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46534. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46535. return false;
  46536. }
  46537. }
  46538. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46539. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46540. return false;
  46541. }
  46542. }
  46543. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46544. if (this._metallicTexture) {
  46545. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46546. return false;
  46547. }
  46548. }
  46549. else if (this._reflectivityTexture) {
  46550. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46551. return false;
  46552. }
  46553. }
  46554. if (this._microSurfaceTexture) {
  46555. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46556. return false;
  46557. }
  46558. }
  46559. }
  46560. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46561. // Bump texture cannot be not blocking.
  46562. if (!this._bumpTexture.isReady()) {
  46563. return false;
  46564. }
  46565. }
  46566. var refractionTexture = this._getRefractionTexture();
  46567. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46568. if (!refractionTexture.isReadyOrNotBlocking()) {
  46569. return false;
  46570. }
  46571. }
  46572. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46573. // This is blocking.
  46574. if (!this._environmentBRDFTexture.isReady()) {
  46575. return false;
  46576. }
  46577. }
  46578. }
  46579. }
  46580. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46581. if (!this._imageProcessingConfiguration.isReady()) {
  46582. return false;
  46583. }
  46584. }
  46585. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46586. mesh.createNormals(true);
  46587. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46588. }
  46589. var previousEffect = subMesh.effect;
  46590. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46591. if (effect) {
  46592. // Use previous effect while new one is compiling
  46593. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46594. effect = previousEffect;
  46595. defines.markAsUnprocessed();
  46596. }
  46597. else {
  46598. scene.resetCachedMaterial();
  46599. subMesh.setEffect(effect, defines);
  46600. this.buildUniformLayout();
  46601. }
  46602. }
  46603. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46604. return false;
  46605. }
  46606. defines._renderId = scene.getRenderId();
  46607. this._wasPreviouslyReady = true;
  46608. return true;
  46609. };
  46610. /**
  46611. * Specifies if the material uses metallic roughness workflow.
  46612. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46613. */
  46614. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46615. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46616. return true;
  46617. }
  46618. return false;
  46619. };
  46620. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46621. if (onCompiled === void 0) { onCompiled = null; }
  46622. if (onError === void 0) { onError = null; }
  46623. if (useInstances === void 0) { useInstances = null; }
  46624. if (useClipPlane === void 0) { useClipPlane = null; }
  46625. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46626. if (!defines.isDirty) {
  46627. return null;
  46628. }
  46629. defines.markAsProcessed();
  46630. var scene = this.getScene();
  46631. var engine = scene.getEngine();
  46632. // Fallbacks
  46633. var fallbacks = new BABYLON.EffectFallbacks();
  46634. var fallbackRank = 0;
  46635. if (defines.USESPHERICALINVERTEX) {
  46636. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46637. }
  46638. if (defines.FOG) {
  46639. fallbacks.addFallback(fallbackRank, "FOG");
  46640. }
  46641. if (defines.SPECULARAA) {
  46642. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46643. }
  46644. if (defines.POINTSIZE) {
  46645. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46646. }
  46647. if (defines.LOGARITHMICDEPTH) {
  46648. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46649. }
  46650. if (defines.PARALLAX) {
  46651. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46652. }
  46653. if (defines.PARALLAXOCCLUSION) {
  46654. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46655. }
  46656. if (defines.ENVIRONMENTBRDF) {
  46657. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46658. }
  46659. if (defines.TANGENT) {
  46660. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46661. }
  46662. if (defines.BUMP) {
  46663. fallbacks.addFallback(fallbackRank++, "BUMP");
  46664. }
  46665. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46666. if (defines.SPECULARTERM) {
  46667. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46668. }
  46669. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46670. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46671. }
  46672. if (defines.LIGHTMAP) {
  46673. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46674. }
  46675. if (defines.NORMAL) {
  46676. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46677. }
  46678. if (defines.AMBIENT) {
  46679. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46680. }
  46681. if (defines.EMISSIVE) {
  46682. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46683. }
  46684. if (defines.VERTEXCOLOR) {
  46685. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46686. }
  46687. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46688. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46689. }
  46690. if (defines.MORPHTARGETS) {
  46691. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46692. }
  46693. //Attributes
  46694. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46695. if (defines.NORMAL) {
  46696. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46697. }
  46698. if (defines.TANGENT) {
  46699. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46700. }
  46701. if (defines.UV1) {
  46702. attribs.push(BABYLON.VertexBuffer.UVKind);
  46703. }
  46704. if (defines.UV2) {
  46705. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46706. }
  46707. if (defines.VERTEXCOLOR) {
  46708. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46709. }
  46710. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46711. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46712. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46713. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46714. "vFogInfos", "vFogColor", "pointSize",
  46715. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46716. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46717. "mBones",
  46718. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46719. "vLightingIntensity",
  46720. "logarithmicDepthConstant",
  46721. "vSphericalX", "vSphericalY", "vSphericalZ",
  46722. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46723. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46724. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46725. "vTangentSpaceParams", "boneTextureWidth"
  46726. ];
  46727. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46728. "bumpSampler", "lightmapSampler", "opacitySampler",
  46729. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46730. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46731. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46732. var uniformBuffers = ["Material", "Scene"];
  46733. if (BABYLON.ImageProcessingConfiguration) {
  46734. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46735. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46736. }
  46737. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46738. uniformsNames: uniforms,
  46739. uniformBuffersNames: uniformBuffers,
  46740. samplers: samplers,
  46741. defines: defines,
  46742. maxSimultaneousLights: this._maxSimultaneousLights
  46743. });
  46744. var join = defines.toString();
  46745. return engine.createEffect("pbr", {
  46746. attributes: attribs,
  46747. uniformsNames: uniforms,
  46748. uniformBuffersNames: uniformBuffers,
  46749. samplers: samplers,
  46750. defines: join,
  46751. fallbacks: fallbacks,
  46752. onCompiled: onCompiled,
  46753. onError: onError,
  46754. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46755. }, engine);
  46756. };
  46757. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46758. if (useInstances === void 0) { useInstances = null; }
  46759. if (useClipPlane === void 0) { useClipPlane = null; }
  46760. var scene = this.getScene();
  46761. var engine = scene.getEngine();
  46762. // Lights
  46763. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46764. defines._needNormals = true;
  46765. // Textures
  46766. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46767. if (defines._areTexturesDirty) {
  46768. defines._needUVs = false;
  46769. if (scene.texturesEnabled) {
  46770. if (scene.getEngine().getCaps().textureLOD) {
  46771. defines.LODBASEDMICROSFURACE = true;
  46772. }
  46773. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46774. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46775. }
  46776. else {
  46777. defines.ALBEDO = false;
  46778. }
  46779. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46780. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46781. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46782. }
  46783. else {
  46784. defines.AMBIENT = false;
  46785. }
  46786. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46787. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46788. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46789. }
  46790. else {
  46791. defines.OPACITY = false;
  46792. }
  46793. var reflectionTexture = this._getReflectionTexture();
  46794. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46795. defines.REFLECTION = true;
  46796. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46797. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46798. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46799. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46800. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46801. defines.INVERTCUBICMAP = true;
  46802. }
  46803. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46804. switch (reflectionTexture.coordinatesMode) {
  46805. case BABYLON.Texture.EXPLICIT_MODE:
  46806. defines.REFLECTIONMAP_EXPLICIT = true;
  46807. break;
  46808. case BABYLON.Texture.PLANAR_MODE:
  46809. defines.REFLECTIONMAP_PLANAR = true;
  46810. break;
  46811. case BABYLON.Texture.PROJECTION_MODE:
  46812. defines.REFLECTIONMAP_PROJECTION = true;
  46813. break;
  46814. case BABYLON.Texture.SKYBOX_MODE:
  46815. defines.REFLECTIONMAP_SKYBOX = true;
  46816. break;
  46817. case BABYLON.Texture.SPHERICAL_MODE:
  46818. defines.REFLECTIONMAP_SPHERICAL = true;
  46819. break;
  46820. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46821. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46822. break;
  46823. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46824. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46825. break;
  46826. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46827. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46828. break;
  46829. case BABYLON.Texture.CUBIC_MODE:
  46830. case BABYLON.Texture.INVCUBIC_MODE:
  46831. default:
  46832. defines.REFLECTIONMAP_CUBIC = true;
  46833. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46834. break;
  46835. }
  46836. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46837. if (reflectionTexture.sphericalPolynomial) {
  46838. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46839. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46840. defines.USESPHERICALINVERTEX = false;
  46841. }
  46842. else {
  46843. defines.USESPHERICALINVERTEX = true;
  46844. }
  46845. }
  46846. }
  46847. else {
  46848. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46849. }
  46850. }
  46851. else {
  46852. defines.REFLECTION = false;
  46853. defines.REFLECTIONMAP_3D = false;
  46854. defines.REFLECTIONMAP_SPHERICAL = false;
  46855. defines.REFLECTIONMAP_PLANAR = false;
  46856. defines.REFLECTIONMAP_CUBIC = false;
  46857. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46858. defines.REFLECTIONMAP_PROJECTION = false;
  46859. defines.REFLECTIONMAP_SKYBOX = false;
  46860. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46861. defines.REFLECTIONMAP_EXPLICIT = false;
  46862. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46863. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46864. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46865. defines.INVERTCUBICMAP = false;
  46866. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46867. defines.USESPHERICALINVERTEX = false;
  46868. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46869. defines.LODINREFLECTIONALPHA = false;
  46870. defines.GAMMAREFLECTION = false;
  46871. defines.RGBDREFLECTION = false;
  46872. }
  46873. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46874. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46875. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46876. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46877. }
  46878. else {
  46879. defines.LIGHTMAP = false;
  46880. }
  46881. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46882. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46883. }
  46884. else {
  46885. defines.EMISSIVE = false;
  46886. }
  46887. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46888. if (this._metallicTexture) {
  46889. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46890. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46891. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46892. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46893. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46894. }
  46895. else if (this._reflectivityTexture) {
  46896. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46897. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46898. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46899. }
  46900. else {
  46901. defines.REFLECTIVITY = false;
  46902. }
  46903. if (this._microSurfaceTexture) {
  46904. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46905. }
  46906. else {
  46907. defines.MICROSURFACEMAP = false;
  46908. }
  46909. }
  46910. else {
  46911. defines.REFLECTIVITY = false;
  46912. defines.MICROSURFACEMAP = false;
  46913. }
  46914. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46915. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46916. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46917. defines.PARALLAX = true;
  46918. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46919. }
  46920. else {
  46921. defines.PARALLAX = false;
  46922. }
  46923. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46924. }
  46925. else {
  46926. defines.BUMP = false;
  46927. }
  46928. var refractionTexture = this._getRefractionTexture();
  46929. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46930. defines.REFRACTION = true;
  46931. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46932. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46933. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46934. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46935. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46936. if (this._linkRefractionWithTransparency) {
  46937. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46938. }
  46939. }
  46940. else {
  46941. defines.REFRACTION = false;
  46942. }
  46943. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46944. defines.ENVIRONMENTBRDF = true;
  46945. }
  46946. else {
  46947. defines.ENVIRONMENTBRDF = false;
  46948. }
  46949. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46950. defines.ALPHAFROMALBEDO = true;
  46951. }
  46952. else {
  46953. defines.ALPHAFROMALBEDO = false;
  46954. }
  46955. }
  46956. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46957. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46958. defines.USEPHYSICALLIGHTFALLOFF = false;
  46959. defines.USEGLTFLIGHTFALLOFF = false;
  46960. }
  46961. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46962. defines.USEPHYSICALLIGHTFALLOFF = false;
  46963. defines.USEGLTFLIGHTFALLOFF = true;
  46964. }
  46965. else {
  46966. defines.USEPHYSICALLIGHTFALLOFF = true;
  46967. defines.USEGLTFLIGHTFALLOFF = false;
  46968. }
  46969. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46970. if (!this.backFaceCulling && this._twoSidedLighting) {
  46971. defines.TWOSIDEDLIGHTING = true;
  46972. }
  46973. else {
  46974. defines.TWOSIDEDLIGHTING = false;
  46975. }
  46976. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46977. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46978. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46979. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46980. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46981. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46982. }
  46983. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46984. this._imageProcessingConfiguration.prepareDefines(defines);
  46985. }
  46986. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46987. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46988. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46989. // Misc.
  46990. if (defines._areMiscDirty) {
  46991. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46992. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46993. }
  46994. // Values that need to be evaluated on every frame
  46995. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46996. // Attribs
  46997. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46998. };
  46999. /**
  47000. * Force shader compilation
  47001. */
  47002. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47003. var _this = this;
  47004. var localOptions = __assign({ clipPlane: false }, options);
  47005. var defines = new PBRMaterialDefines();
  47006. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47007. if (effect.isReady()) {
  47008. if (onCompiled) {
  47009. onCompiled(this);
  47010. }
  47011. }
  47012. else {
  47013. effect.onCompileObservable.add(function () {
  47014. if (onCompiled) {
  47015. onCompiled(_this);
  47016. }
  47017. });
  47018. }
  47019. };
  47020. /**
  47021. * Initializes the uniform buffer layout for the shader.
  47022. */
  47023. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47024. // Order is important !
  47025. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47026. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47027. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47028. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47029. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47030. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47031. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47032. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47033. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47034. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47035. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47036. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47037. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47038. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47039. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47040. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47041. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47042. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47043. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47044. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47045. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47046. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47047. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47048. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47049. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47050. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47051. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47052. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47053. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47054. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47055. this._uniformBuffer.addUniform("pointSize", 1);
  47056. this._uniformBuffer.create();
  47057. };
  47058. /**
  47059. * Unbinds the textures.
  47060. */
  47061. PBRBaseMaterial.prototype.unbind = function () {
  47062. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47063. this._uniformBuffer.setTexture("reflectionSampler", null);
  47064. }
  47065. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47066. this._uniformBuffer.setTexture("refractionSampler", null);
  47067. }
  47068. _super.prototype.unbind.call(this);
  47069. };
  47070. /**
  47071. * Binds the submesh data.
  47072. * @param world - The world matrix.
  47073. * @param mesh - The BJS mesh.
  47074. * @param subMesh - A submesh of the BJS mesh.
  47075. */
  47076. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47077. var scene = this.getScene();
  47078. var defines = subMesh._materialDefines;
  47079. if (!defines) {
  47080. return;
  47081. }
  47082. var effect = subMesh.effect;
  47083. if (!effect) {
  47084. return;
  47085. }
  47086. this._activeEffect = effect;
  47087. // Matrices
  47088. this.bindOnlyWorldMatrix(world);
  47089. // Normal Matrix
  47090. if (defines.OBJECTSPACE_NORMALMAP) {
  47091. world.toNormalMatrix(this._normalMatrix);
  47092. this.bindOnlyNormalMatrix(this._normalMatrix);
  47093. }
  47094. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47095. // Bones
  47096. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47097. var reflectionTexture = null;
  47098. if (mustRebind) {
  47099. this._uniformBuffer.bindToEffect(effect, "Material");
  47100. this.bindViewProjection(effect);
  47101. reflectionTexture = this._getReflectionTexture();
  47102. var refractionTexture = this._getRefractionTexture();
  47103. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47104. // Texture uniforms
  47105. if (scene.texturesEnabled) {
  47106. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47107. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47108. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47109. }
  47110. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47111. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47112. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47113. }
  47114. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47115. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47116. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47117. }
  47118. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47119. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47120. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47121. if (reflectionTexture.boundingBoxSize) {
  47122. var cubeTexture = reflectionTexture;
  47123. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47124. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47125. }
  47126. var polynomials = reflectionTexture.sphericalPolynomial;
  47127. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47128. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47129. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47130. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47131. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47132. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47133. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47134. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47135. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47136. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47137. }
  47138. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47139. }
  47140. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47141. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47142. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47143. }
  47144. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47145. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47146. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47147. }
  47148. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47149. if (this._metallicTexture) {
  47150. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47151. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47152. }
  47153. else if (this._reflectivityTexture) {
  47154. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47155. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47156. }
  47157. if (this._microSurfaceTexture) {
  47158. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47159. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47160. }
  47161. }
  47162. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47163. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47164. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47165. if (scene._mirroredCameraPosition) {
  47166. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47167. }
  47168. else {
  47169. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47170. }
  47171. }
  47172. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47173. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47174. var depth = 1.0;
  47175. if (!refractionTexture.isCube) {
  47176. if (refractionTexture.depth) {
  47177. depth = refractionTexture.depth;
  47178. }
  47179. }
  47180. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47181. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47182. }
  47183. }
  47184. // Point size
  47185. if (this.pointsCloud) {
  47186. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47187. }
  47188. // Colors
  47189. if (defines.METALLICWORKFLOW) {
  47190. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47191. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47192. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47193. }
  47194. else {
  47195. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47196. }
  47197. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47198. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47199. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47200. // Misc
  47201. this._lightingInfos.x = this._directIntensity;
  47202. this._lightingInfos.y = this._emissiveIntensity;
  47203. this._lightingInfos.z = this._environmentIntensity;
  47204. this._lightingInfos.w = this._specularIntensity;
  47205. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47206. }
  47207. // Textures
  47208. if (scene.texturesEnabled) {
  47209. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47210. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47211. }
  47212. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47213. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47214. }
  47215. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47216. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47217. }
  47218. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47219. if (defines.LODBASEDMICROSFURACE) {
  47220. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47221. }
  47222. else {
  47223. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47224. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47225. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47226. }
  47227. }
  47228. if (defines.ENVIRONMENTBRDF) {
  47229. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47230. }
  47231. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47232. if (defines.LODBASEDMICROSFURACE) {
  47233. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47234. }
  47235. else {
  47236. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47237. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47238. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47239. }
  47240. }
  47241. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47242. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47243. }
  47244. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47245. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47246. }
  47247. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47248. if (this._metallicTexture) {
  47249. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47250. }
  47251. else if (this._reflectivityTexture) {
  47252. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47253. }
  47254. if (this._microSurfaceTexture) {
  47255. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47256. }
  47257. }
  47258. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47259. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47260. }
  47261. }
  47262. // Clip plane
  47263. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47264. // Colors
  47265. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47266. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47267. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47268. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47269. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47270. }
  47271. if (mustRebind || !this.isFrozen) {
  47272. // Lights
  47273. if (scene.lightsEnabled && !this._disableLighting) {
  47274. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47275. }
  47276. // View
  47277. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47278. this.bindView(effect);
  47279. }
  47280. // Fog
  47281. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47282. // Morph targets
  47283. if (defines.NUM_MORPH_INFLUENCERS) {
  47284. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47285. }
  47286. // image processing
  47287. this._imageProcessingConfiguration.bind(this._activeEffect);
  47288. // Log. depth
  47289. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47290. }
  47291. this._uniformBuffer.update();
  47292. this._afterBind(mesh, this._activeEffect);
  47293. };
  47294. /**
  47295. * Returns the animatable textures.
  47296. * @returns - Array of animatable textures.
  47297. */
  47298. PBRBaseMaterial.prototype.getAnimatables = function () {
  47299. var results = [];
  47300. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47301. results.push(this._albedoTexture);
  47302. }
  47303. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47304. results.push(this._ambientTexture);
  47305. }
  47306. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47307. results.push(this._opacityTexture);
  47308. }
  47309. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47310. results.push(this._reflectionTexture);
  47311. }
  47312. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47313. results.push(this._emissiveTexture);
  47314. }
  47315. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47316. results.push(this._metallicTexture);
  47317. }
  47318. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47319. results.push(this._reflectivityTexture);
  47320. }
  47321. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47322. results.push(this._bumpTexture);
  47323. }
  47324. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47325. results.push(this._lightmapTexture);
  47326. }
  47327. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47328. results.push(this._refractionTexture);
  47329. }
  47330. return results;
  47331. };
  47332. /**
  47333. * Returns the texture used for reflections.
  47334. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47335. */
  47336. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47337. if (this._reflectionTexture) {
  47338. return this._reflectionTexture;
  47339. }
  47340. return this.getScene().environmentTexture;
  47341. };
  47342. /**
  47343. * Returns the texture used for refraction or null if none is used.
  47344. * @returns - Refection texture if present. If no refraction texture and refraction
  47345. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47346. */
  47347. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47348. if (this._refractionTexture) {
  47349. return this._refractionTexture;
  47350. }
  47351. if (this._linkRefractionWithTransparency) {
  47352. return this.getScene().environmentTexture;
  47353. }
  47354. return null;
  47355. };
  47356. /**
  47357. * Disposes the resources of the material.
  47358. * @param forceDisposeEffect - Forces the disposal of effects.
  47359. * @param forceDisposeTextures - Forces the disposal of all textures.
  47360. */
  47361. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47362. if (forceDisposeTextures) {
  47363. if (this._albedoTexture) {
  47364. this._albedoTexture.dispose();
  47365. }
  47366. if (this._ambientTexture) {
  47367. this._ambientTexture.dispose();
  47368. }
  47369. if (this._opacityTexture) {
  47370. this._opacityTexture.dispose();
  47371. }
  47372. if (this._reflectionTexture) {
  47373. this._reflectionTexture.dispose();
  47374. }
  47375. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47376. this._environmentBRDFTexture.dispose();
  47377. }
  47378. if (this._emissiveTexture) {
  47379. this._emissiveTexture.dispose();
  47380. }
  47381. if (this._metallicTexture) {
  47382. this._metallicTexture.dispose();
  47383. }
  47384. if (this._reflectivityTexture) {
  47385. this._reflectivityTexture.dispose();
  47386. }
  47387. if (this._bumpTexture) {
  47388. this._bumpTexture.dispose();
  47389. }
  47390. if (this._lightmapTexture) {
  47391. this._lightmapTexture.dispose();
  47392. }
  47393. if (this._refractionTexture) {
  47394. this._refractionTexture.dispose();
  47395. }
  47396. }
  47397. this._renderTargets.dispose();
  47398. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47399. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47400. }
  47401. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47402. };
  47403. /**
  47404. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47405. */
  47406. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47407. /**
  47408. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47409. * to enhance interoperability with other engines.
  47410. */
  47411. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47412. /**
  47413. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47414. * to enhance interoperability with other materials.
  47415. */
  47416. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47417. /**
  47418. * Stores the reflectivity values based on metallic roughness workflow.
  47419. */
  47420. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47421. __decorate([
  47422. BABYLON.serializeAsImageProcessingConfiguration()
  47423. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47424. __decorate([
  47425. BABYLON.serialize()
  47426. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47427. __decorate([
  47428. BABYLON.serialize()
  47429. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47430. return PBRBaseMaterial;
  47431. }(BABYLON.PushMaterial));
  47432. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47433. })(BABYLON || (BABYLON = {}));
  47434. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47435. var BABYLON;
  47436. (function (BABYLON) {
  47437. /**
  47438. * The Physically based simple base material of BJS.
  47439. *
  47440. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47441. * It is used as the base class for both the specGloss and metalRough conventions.
  47442. */
  47443. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47444. __extends(PBRBaseSimpleMaterial, _super);
  47445. /**
  47446. * Instantiates a new PBRMaterial instance.
  47447. *
  47448. * @param name The material name
  47449. * @param scene The scene the material will be use in.
  47450. */
  47451. function PBRBaseSimpleMaterial(name, scene) {
  47452. var _this = _super.call(this, name, scene) || this;
  47453. /**
  47454. * Number of Simultaneous lights allowed on the material.
  47455. */
  47456. _this.maxSimultaneousLights = 4;
  47457. /**
  47458. * If sets to true, disables all the lights affecting the material.
  47459. */
  47460. _this.disableLighting = false;
  47461. /**
  47462. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47463. */
  47464. _this.invertNormalMapX = false;
  47465. /**
  47466. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47467. */
  47468. _this.invertNormalMapY = false;
  47469. /**
  47470. * Emissivie color used to self-illuminate the model.
  47471. */
  47472. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47473. /**
  47474. * Occlusion Channel Strenght.
  47475. */
  47476. _this.occlusionStrength = 1.0;
  47477. /**
  47478. * If true, the light map contains occlusion information instead of lighting info.
  47479. */
  47480. _this.useLightmapAsShadowmap = false;
  47481. _this._useAlphaFromAlbedoTexture = true;
  47482. _this._useAmbientInGrayScale = true;
  47483. return _this;
  47484. }
  47485. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47486. /**
  47487. * Gets the current double sided mode.
  47488. */
  47489. get: function () {
  47490. return this._twoSidedLighting;
  47491. },
  47492. /**
  47493. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47494. */
  47495. set: function (value) {
  47496. if (this._twoSidedLighting === value) {
  47497. return;
  47498. }
  47499. this._twoSidedLighting = value;
  47500. this.backFaceCulling = !value;
  47501. this._markAllSubMeshesAsTexturesDirty();
  47502. },
  47503. enumerable: true,
  47504. configurable: true
  47505. });
  47506. /**
  47507. * Return the active textures of the material.
  47508. */
  47509. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47510. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47511. if (this.environmentTexture) {
  47512. activeTextures.push(this.environmentTexture);
  47513. }
  47514. if (this.normalTexture) {
  47515. activeTextures.push(this.normalTexture);
  47516. }
  47517. if (this.emissiveTexture) {
  47518. activeTextures.push(this.emissiveTexture);
  47519. }
  47520. if (this.occlusionTexture) {
  47521. activeTextures.push(this.occlusionTexture);
  47522. }
  47523. if (this.lightmapTexture) {
  47524. activeTextures.push(this.lightmapTexture);
  47525. }
  47526. return activeTextures;
  47527. };
  47528. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47529. if (_super.prototype.hasTexture.call(this, texture)) {
  47530. return true;
  47531. }
  47532. if (this.lightmapTexture === texture) {
  47533. return true;
  47534. }
  47535. return false;
  47536. };
  47537. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47538. return "PBRBaseSimpleMaterial";
  47539. };
  47540. __decorate([
  47541. BABYLON.serialize(),
  47542. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47543. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47544. __decorate([
  47545. BABYLON.serialize(),
  47546. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47547. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47548. __decorate([
  47549. BABYLON.serializeAsTexture(),
  47550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47551. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47552. __decorate([
  47553. BABYLON.serialize(),
  47554. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47555. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47556. __decorate([
  47557. BABYLON.serialize(),
  47558. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47559. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47560. __decorate([
  47561. BABYLON.serializeAsTexture(),
  47562. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47563. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47564. __decorate([
  47565. BABYLON.serializeAsColor3("emissive"),
  47566. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47567. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47568. __decorate([
  47569. BABYLON.serializeAsTexture(),
  47570. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47571. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47572. __decorate([
  47573. BABYLON.serialize(),
  47574. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47575. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47576. __decorate([
  47577. BABYLON.serializeAsTexture(),
  47578. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47579. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47580. __decorate([
  47581. BABYLON.serialize(),
  47582. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47583. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47584. __decorate([
  47585. BABYLON.serialize()
  47586. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47587. __decorate([
  47588. BABYLON.serializeAsTexture(),
  47589. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47590. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47591. __decorate([
  47592. BABYLON.serialize(),
  47593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47594. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47595. return PBRBaseSimpleMaterial;
  47596. }(BABYLON.PBRBaseMaterial));
  47597. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47598. })(BABYLON || (BABYLON = {}));
  47599. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47600. var BABYLON;
  47601. (function (BABYLON) {
  47602. /**
  47603. * The Physically based material of BJS.
  47604. *
  47605. * This offers the main features of a standard PBR material.
  47606. * For more information, please refer to the documentation :
  47607. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47608. */
  47609. var PBRMaterial = /** @class */ (function (_super) {
  47610. __extends(PBRMaterial, _super);
  47611. /**
  47612. * Instantiates a new PBRMaterial instance.
  47613. *
  47614. * @param name The material name
  47615. * @param scene The scene the material will be use in.
  47616. */
  47617. function PBRMaterial(name, scene) {
  47618. var _this = _super.call(this, name, scene) || this;
  47619. /**
  47620. * Intensity of the direct lights e.g. the four lights available in your scene.
  47621. * This impacts both the direct diffuse and specular highlights.
  47622. */
  47623. _this.directIntensity = 1.0;
  47624. /**
  47625. * Intensity of the emissive part of the material.
  47626. * This helps controlling the emissive effect without modifying the emissive color.
  47627. */
  47628. _this.emissiveIntensity = 1.0;
  47629. /**
  47630. * Intensity of the environment e.g. how much the environment will light the object
  47631. * either through harmonics for rough material or through the refelction for shiny ones.
  47632. */
  47633. _this.environmentIntensity = 1.0;
  47634. /**
  47635. * This is a special control allowing the reduction of the specular highlights coming from the
  47636. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47637. */
  47638. _this.specularIntensity = 1.0;
  47639. /**
  47640. * Debug Control allowing disabling the bump map on this material.
  47641. */
  47642. _this.disableBumpMap = false;
  47643. /**
  47644. * AKA Occlusion Texture Intensity in other nomenclature.
  47645. */
  47646. _this.ambientTextureStrength = 1.0;
  47647. /**
  47648. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47649. * 1 means it completely occludes it
  47650. * 0 mean it has no impact
  47651. */
  47652. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47653. /**
  47654. * The color of a material in ambient lighting.
  47655. */
  47656. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47657. /**
  47658. * AKA Diffuse Color in other nomenclature.
  47659. */
  47660. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47661. /**
  47662. * AKA Specular Color in other nomenclature.
  47663. */
  47664. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47665. /**
  47666. * The color reflected from the material.
  47667. */
  47668. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47669. /**
  47670. * The color emitted from the material.
  47671. */
  47672. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47673. /**
  47674. * AKA Glossiness in other nomenclature.
  47675. */
  47676. _this.microSurface = 1.0;
  47677. /**
  47678. * source material index of refraction (IOR)' / 'destination material IOR.
  47679. */
  47680. _this.indexOfRefraction = 0.66;
  47681. /**
  47682. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47683. */
  47684. _this.invertRefractionY = false;
  47685. /**
  47686. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47687. * Materials half opaque for instance using refraction could benefit from this control.
  47688. */
  47689. _this.linkRefractionWithTransparency = false;
  47690. /**
  47691. * If true, the light map contains occlusion information instead of lighting info.
  47692. */
  47693. _this.useLightmapAsShadowmap = false;
  47694. /**
  47695. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47696. */
  47697. _this.useAlphaFromAlbedoTexture = false;
  47698. /**
  47699. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47700. */
  47701. _this.forceAlphaTest = false;
  47702. /**
  47703. * Defines the alpha limits in alpha test mode.
  47704. */
  47705. _this.alphaCutOff = 0.4;
  47706. /**
  47707. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47708. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47709. */
  47710. _this.useSpecularOverAlpha = true;
  47711. /**
  47712. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47713. */
  47714. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47715. /**
  47716. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47717. */
  47718. _this.useRoughnessFromMetallicTextureAlpha = true;
  47719. /**
  47720. * Specifies if the metallic texture contains the roughness information in its green channel.
  47721. */
  47722. _this.useRoughnessFromMetallicTextureGreen = false;
  47723. /**
  47724. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47725. */
  47726. _this.useMetallnessFromMetallicTextureBlue = false;
  47727. /**
  47728. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47729. */
  47730. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47731. /**
  47732. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47733. */
  47734. _this.useAmbientInGrayScale = false;
  47735. /**
  47736. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47737. * The material will try to infer what glossiness each pixel should be.
  47738. */
  47739. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47740. /**
  47741. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47742. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47743. */
  47744. _this.useRadianceOverAlpha = true;
  47745. /**
  47746. * Allows using an object space normal map (instead of tangent space).
  47747. */
  47748. _this.useObjectSpaceNormalMap = false;
  47749. /**
  47750. * Allows using the bump map in parallax mode.
  47751. */
  47752. _this.useParallax = false;
  47753. /**
  47754. * Allows using the bump map in parallax occlusion mode.
  47755. */
  47756. _this.useParallaxOcclusion = false;
  47757. /**
  47758. * Controls the scale bias of the parallax mode.
  47759. */
  47760. _this.parallaxScaleBias = 0.05;
  47761. /**
  47762. * If sets to true, disables all the lights affecting the material.
  47763. */
  47764. _this.disableLighting = false;
  47765. /**
  47766. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47767. */
  47768. _this.forceIrradianceInFragment = false;
  47769. /**
  47770. * Number of Simultaneous lights allowed on the material.
  47771. */
  47772. _this.maxSimultaneousLights = 4;
  47773. /**
  47774. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47775. */
  47776. _this.invertNormalMapX = false;
  47777. /**
  47778. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47779. */
  47780. _this.invertNormalMapY = false;
  47781. /**
  47782. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47783. */
  47784. _this.twoSidedLighting = false;
  47785. /**
  47786. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47787. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47788. */
  47789. _this.useAlphaFresnel = false;
  47790. /**
  47791. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47792. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47793. */
  47794. _this.useLinearAlphaFresnel = false;
  47795. /**
  47796. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47797. * And/Or occlude the blended part.
  47798. */
  47799. _this.environmentBRDFTexture = null;
  47800. /**
  47801. * Force normal to face away from face.
  47802. */
  47803. _this.forceNormalForward = false;
  47804. /**
  47805. * Enables specular anti aliasing in the PBR shader.
  47806. * It will both interacts on the Geometry for analytical and IBL lighting.
  47807. * It also prefilter the roughness map based on the bump values.
  47808. */
  47809. _this.enableSpecularAntiAliasing = false;
  47810. /**
  47811. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47812. * makes the reflect vector face the model (under horizon).
  47813. */
  47814. _this.useHorizonOcclusion = true;
  47815. /**
  47816. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47817. * too much the area relying on ambient texture to define their ambient occlusion.
  47818. */
  47819. _this.useRadianceOcclusion = true;
  47820. /**
  47821. * If set to true, no lighting calculations will be applied.
  47822. */
  47823. _this.unlit = false;
  47824. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47825. return _this;
  47826. }
  47827. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47828. /**
  47829. * BJS is using an harcoded light falloff based on a manually sets up range.
  47830. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47831. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47832. */
  47833. get: function () {
  47834. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47835. },
  47836. /**
  47837. * BJS is using an harcoded light falloff based on a manually sets up range.
  47838. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47839. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47840. */
  47841. set: function (value) {
  47842. if (value !== this.usePhysicalLightFalloff) {
  47843. // Ensure the effect will be rebuilt.
  47844. this._markAllSubMeshesAsTexturesDirty();
  47845. if (value) {
  47846. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47847. }
  47848. else {
  47849. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47850. }
  47851. }
  47852. },
  47853. enumerable: true,
  47854. configurable: true
  47855. });
  47856. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47857. /**
  47858. * In order to support the falloff compatibility with gltf, a special mode has been added
  47859. * to reproduce the gltf light falloff.
  47860. */
  47861. get: function () {
  47862. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47863. },
  47864. /**
  47865. * In order to support the falloff compatibility with gltf, a special mode has been added
  47866. * to reproduce the gltf light falloff.
  47867. */
  47868. set: function (value) {
  47869. if (value !== this.useGLTFLightFalloff) {
  47870. // Ensure the effect will be rebuilt.
  47871. this._markAllSubMeshesAsTexturesDirty();
  47872. if (value) {
  47873. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47874. }
  47875. else {
  47876. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47877. }
  47878. }
  47879. },
  47880. enumerable: true,
  47881. configurable: true
  47882. });
  47883. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47884. /**
  47885. * Gets the image processing configuration used either in this material.
  47886. */
  47887. get: function () {
  47888. return this._imageProcessingConfiguration;
  47889. },
  47890. /**
  47891. * Sets the Default image processing configuration used either in the this material.
  47892. *
  47893. * If sets to null, the scene one is in use.
  47894. */
  47895. set: function (value) {
  47896. this._attachImageProcessingConfiguration(value);
  47897. // Ensure the effect will be rebuilt.
  47898. this._markAllSubMeshesAsTexturesDirty();
  47899. },
  47900. enumerable: true,
  47901. configurable: true
  47902. });
  47903. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47904. /**
  47905. * Gets wether the color curves effect is enabled.
  47906. */
  47907. get: function () {
  47908. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47909. },
  47910. /**
  47911. * Sets wether the color curves effect is enabled.
  47912. */
  47913. set: function (value) {
  47914. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47915. },
  47916. enumerable: true,
  47917. configurable: true
  47918. });
  47919. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47920. /**
  47921. * Gets wether the color grading effect is enabled.
  47922. */
  47923. get: function () {
  47924. return this.imageProcessingConfiguration.colorGradingEnabled;
  47925. },
  47926. /**
  47927. * Gets wether the color grading effect is enabled.
  47928. */
  47929. set: function (value) {
  47930. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47931. },
  47932. enumerable: true,
  47933. configurable: true
  47934. });
  47935. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47936. /**
  47937. * Gets wether tonemapping is enabled or not.
  47938. */
  47939. get: function () {
  47940. return this._imageProcessingConfiguration.toneMappingEnabled;
  47941. },
  47942. /**
  47943. * Sets wether tonemapping is enabled or not
  47944. */
  47945. set: function (value) {
  47946. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47947. },
  47948. enumerable: true,
  47949. configurable: true
  47950. });
  47951. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47952. /**
  47953. * The camera exposure used on this material.
  47954. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47955. * This corresponds to a photographic exposure.
  47956. */
  47957. get: function () {
  47958. return this._imageProcessingConfiguration.exposure;
  47959. },
  47960. /**
  47961. * The camera exposure used on this material.
  47962. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47963. * This corresponds to a photographic exposure.
  47964. */
  47965. set: function (value) {
  47966. this._imageProcessingConfiguration.exposure = value;
  47967. },
  47968. enumerable: true,
  47969. configurable: true
  47970. });
  47971. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47972. /**
  47973. * Gets The camera contrast used on this material.
  47974. */
  47975. get: function () {
  47976. return this._imageProcessingConfiguration.contrast;
  47977. },
  47978. /**
  47979. * Sets The camera contrast used on this material.
  47980. */
  47981. set: function (value) {
  47982. this._imageProcessingConfiguration.contrast = value;
  47983. },
  47984. enumerable: true,
  47985. configurable: true
  47986. });
  47987. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47988. /**
  47989. * Gets the Color Grading 2D Lookup Texture.
  47990. */
  47991. get: function () {
  47992. return this._imageProcessingConfiguration.colorGradingTexture;
  47993. },
  47994. /**
  47995. * Sets the Color Grading 2D Lookup Texture.
  47996. */
  47997. set: function (value) {
  47998. this._imageProcessingConfiguration.colorGradingTexture = value;
  47999. },
  48000. enumerable: true,
  48001. configurable: true
  48002. });
  48003. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48004. /**
  48005. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48006. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48007. * 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;
  48008. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48009. */
  48010. get: function () {
  48011. return this._imageProcessingConfiguration.colorCurves;
  48012. },
  48013. /**
  48014. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48015. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48016. * 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;
  48017. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48018. */
  48019. set: function (value) {
  48020. this._imageProcessingConfiguration.colorCurves = value;
  48021. },
  48022. enumerable: true,
  48023. configurable: true
  48024. });
  48025. /**
  48026. * Returns the name of this material class.
  48027. */
  48028. PBRMaterial.prototype.getClassName = function () {
  48029. return "PBRMaterial";
  48030. };
  48031. /**
  48032. * Returns an array of the actively used textures.
  48033. * @returns - Array of BaseTextures
  48034. */
  48035. PBRMaterial.prototype.getActiveTextures = function () {
  48036. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48037. if (this._albedoTexture) {
  48038. activeTextures.push(this._albedoTexture);
  48039. }
  48040. if (this._ambientTexture) {
  48041. activeTextures.push(this._ambientTexture);
  48042. }
  48043. if (this._opacityTexture) {
  48044. activeTextures.push(this._opacityTexture);
  48045. }
  48046. if (this._reflectionTexture) {
  48047. activeTextures.push(this._reflectionTexture);
  48048. }
  48049. if (this._emissiveTexture) {
  48050. activeTextures.push(this._emissiveTexture);
  48051. }
  48052. if (this._reflectivityTexture) {
  48053. activeTextures.push(this._reflectivityTexture);
  48054. }
  48055. if (this._metallicTexture) {
  48056. activeTextures.push(this._metallicTexture);
  48057. }
  48058. if (this._microSurfaceTexture) {
  48059. activeTextures.push(this._microSurfaceTexture);
  48060. }
  48061. if (this._bumpTexture) {
  48062. activeTextures.push(this._bumpTexture);
  48063. }
  48064. if (this._lightmapTexture) {
  48065. activeTextures.push(this._lightmapTexture);
  48066. }
  48067. if (this._refractionTexture) {
  48068. activeTextures.push(this._refractionTexture);
  48069. }
  48070. return activeTextures;
  48071. };
  48072. /**
  48073. * Checks to see if a texture is used in the material.
  48074. * @param texture - Base texture to use.
  48075. * @returns - Boolean specifying if a texture is used in the material.
  48076. */
  48077. PBRMaterial.prototype.hasTexture = function (texture) {
  48078. if (_super.prototype.hasTexture.call(this, texture)) {
  48079. return true;
  48080. }
  48081. if (this._albedoTexture === texture) {
  48082. return true;
  48083. }
  48084. if (this._ambientTexture === texture) {
  48085. return true;
  48086. }
  48087. if (this._opacityTexture === texture) {
  48088. return true;
  48089. }
  48090. if (this._reflectionTexture === texture) {
  48091. return true;
  48092. }
  48093. if (this._reflectivityTexture === texture) {
  48094. return true;
  48095. }
  48096. if (this._metallicTexture === texture) {
  48097. return true;
  48098. }
  48099. if (this._microSurfaceTexture === texture) {
  48100. return true;
  48101. }
  48102. if (this._bumpTexture === texture) {
  48103. return true;
  48104. }
  48105. if (this._lightmapTexture === texture) {
  48106. return true;
  48107. }
  48108. if (this._refractionTexture === texture) {
  48109. return true;
  48110. }
  48111. return false;
  48112. };
  48113. /**
  48114. * Makes a duplicate of the current material.
  48115. * @param name - name to use for the new material.
  48116. */
  48117. PBRMaterial.prototype.clone = function (name) {
  48118. var _this = this;
  48119. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48120. clone.id = name;
  48121. clone.name = name;
  48122. return clone;
  48123. };
  48124. /**
  48125. * Serializes this PBR Material.
  48126. * @returns - An object with the serialized material.
  48127. */
  48128. PBRMaterial.prototype.serialize = function () {
  48129. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48130. serializationObject.customType = "BABYLON.PBRMaterial";
  48131. return serializationObject;
  48132. };
  48133. // Statics
  48134. /**
  48135. * Parses a PBR Material from a serialized object.
  48136. * @param source - Serialized object.
  48137. * @param scene - BJS scene instance.
  48138. * @param rootUrl - url for the scene object
  48139. * @returns - PBRMaterial
  48140. */
  48141. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48142. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48143. };
  48144. /**
  48145. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48146. */
  48147. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48148. /**
  48149. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48150. */
  48151. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48152. /**
  48153. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48154. */
  48155. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48156. /**
  48157. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48158. * They are also discarded below the alpha cutoff threshold to improve performances.
  48159. */
  48160. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48161. /**
  48162. * Defines the default value of how much AO map is occluding the analytical lights
  48163. * (point spot...).
  48164. */
  48165. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48166. __decorate([
  48167. BABYLON.serialize(),
  48168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48169. ], PBRMaterial.prototype, "directIntensity", void 0);
  48170. __decorate([
  48171. BABYLON.serialize(),
  48172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48173. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48174. __decorate([
  48175. BABYLON.serialize(),
  48176. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48177. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48178. __decorate([
  48179. BABYLON.serialize(),
  48180. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48181. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48182. __decorate([
  48183. BABYLON.serialize(),
  48184. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48185. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48186. __decorate([
  48187. BABYLON.serializeAsTexture(),
  48188. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48189. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48190. __decorate([
  48191. BABYLON.serializeAsTexture(),
  48192. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48193. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48194. __decorate([
  48195. BABYLON.serialize(),
  48196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48197. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48198. __decorate([
  48199. BABYLON.serialize(),
  48200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48201. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48202. __decorate([
  48203. BABYLON.serializeAsTexture(),
  48204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48205. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48206. __decorate([
  48207. BABYLON.serializeAsTexture(),
  48208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48209. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48210. __decorate([
  48211. BABYLON.serializeAsTexture(),
  48212. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48213. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48214. __decorate([
  48215. BABYLON.serializeAsTexture(),
  48216. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48217. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48218. __decorate([
  48219. BABYLON.serializeAsTexture(),
  48220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48221. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48222. __decorate([
  48223. BABYLON.serialize(),
  48224. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48225. ], PBRMaterial.prototype, "metallic", void 0);
  48226. __decorate([
  48227. BABYLON.serialize(),
  48228. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48229. ], PBRMaterial.prototype, "roughness", void 0);
  48230. __decorate([
  48231. BABYLON.serializeAsTexture(),
  48232. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48233. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48234. __decorate([
  48235. BABYLON.serializeAsTexture(),
  48236. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48237. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48238. __decorate([
  48239. BABYLON.serializeAsTexture(),
  48240. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48241. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48242. __decorate([
  48243. BABYLON.serializeAsTexture(),
  48244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48245. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48246. __decorate([
  48247. BABYLON.serializeAsColor3("ambient"),
  48248. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48249. ], PBRMaterial.prototype, "ambientColor", void 0);
  48250. __decorate([
  48251. BABYLON.serializeAsColor3("albedo"),
  48252. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48253. ], PBRMaterial.prototype, "albedoColor", void 0);
  48254. __decorate([
  48255. BABYLON.serializeAsColor3("reflectivity"),
  48256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48257. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48258. __decorate([
  48259. BABYLON.serializeAsColor3("reflection"),
  48260. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48261. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48262. __decorate([
  48263. BABYLON.serializeAsColor3("emissive"),
  48264. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48265. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48266. __decorate([
  48267. BABYLON.serialize(),
  48268. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48269. ], PBRMaterial.prototype, "microSurface", void 0);
  48270. __decorate([
  48271. BABYLON.serialize(),
  48272. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48273. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48274. __decorate([
  48275. BABYLON.serialize(),
  48276. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48277. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48278. __decorate([
  48279. BABYLON.serialize(),
  48280. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48281. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48282. __decorate([
  48283. BABYLON.serialize(),
  48284. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48285. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48286. __decorate([
  48287. BABYLON.serialize(),
  48288. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48289. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48290. __decorate([
  48291. BABYLON.serialize(),
  48292. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48293. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48294. __decorate([
  48295. BABYLON.serialize(),
  48296. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48297. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48298. __decorate([
  48299. BABYLON.serialize(),
  48300. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48301. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48302. __decorate([
  48303. BABYLON.serialize(),
  48304. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48305. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48306. __decorate([
  48307. BABYLON.serialize(),
  48308. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48309. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48310. __decorate([
  48311. BABYLON.serialize(),
  48312. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48313. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48314. __decorate([
  48315. BABYLON.serialize(),
  48316. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48317. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48318. __decorate([
  48319. BABYLON.serialize(),
  48320. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48321. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48322. __decorate([
  48323. BABYLON.serialize(),
  48324. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48325. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48326. __decorate([
  48327. BABYLON.serialize(),
  48328. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48329. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48330. __decorate([
  48331. BABYLON.serialize()
  48332. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48333. __decorate([
  48334. BABYLON.serialize()
  48335. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48336. __decorate([
  48337. BABYLON.serialize(),
  48338. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48339. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48340. __decorate([
  48341. BABYLON.serialize(),
  48342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48343. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48344. __decorate([
  48345. BABYLON.serialize(),
  48346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48347. ], PBRMaterial.prototype, "useParallax", void 0);
  48348. __decorate([
  48349. BABYLON.serialize(),
  48350. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48351. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48352. __decorate([
  48353. BABYLON.serialize(),
  48354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48355. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48356. __decorate([
  48357. BABYLON.serialize(),
  48358. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48359. ], PBRMaterial.prototype, "disableLighting", void 0);
  48360. __decorate([
  48361. BABYLON.serialize(),
  48362. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48363. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48364. __decorate([
  48365. BABYLON.serialize(),
  48366. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48367. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48368. __decorate([
  48369. BABYLON.serialize(),
  48370. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48371. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48372. __decorate([
  48373. BABYLON.serialize(),
  48374. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48375. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48376. __decorate([
  48377. BABYLON.serialize(),
  48378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48379. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48380. __decorate([
  48381. BABYLON.serialize(),
  48382. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48383. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48384. __decorate([
  48385. BABYLON.serialize(),
  48386. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48387. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48388. __decorate([
  48389. BABYLON.serializeAsTexture(),
  48390. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48391. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48392. __decorate([
  48393. BABYLON.serialize(),
  48394. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48395. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48396. __decorate([
  48397. BABYLON.serialize(),
  48398. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48399. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48400. __decorate([
  48401. BABYLON.serialize(),
  48402. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48403. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48404. __decorate([
  48405. BABYLON.serialize(),
  48406. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48407. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48408. __decorate([
  48409. BABYLON.serialize(),
  48410. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48411. ], PBRMaterial.prototype, "unlit", void 0);
  48412. return PBRMaterial;
  48413. }(BABYLON.PBRBaseMaterial));
  48414. BABYLON.PBRMaterial = PBRMaterial;
  48415. })(BABYLON || (BABYLON = {}));
  48416. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48417. var BABYLON;
  48418. (function (BABYLON) {
  48419. /**
  48420. * The PBR material of BJS following the metal roughness convention.
  48421. *
  48422. * This fits to the PBR convention in the GLTF definition:
  48423. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48424. */
  48425. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48426. __extends(PBRMetallicRoughnessMaterial, _super);
  48427. /**
  48428. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48429. *
  48430. * @param name The material name
  48431. * @param scene The scene the material will be use in.
  48432. */
  48433. function PBRMetallicRoughnessMaterial(name, scene) {
  48434. var _this = _super.call(this, name, scene) || this;
  48435. _this._useRoughnessFromMetallicTextureAlpha = false;
  48436. _this._useRoughnessFromMetallicTextureGreen = true;
  48437. _this._useMetallnessFromMetallicTextureBlue = true;
  48438. _this.metallic = 1.0;
  48439. _this.roughness = 1.0;
  48440. return _this;
  48441. }
  48442. /**
  48443. * Return the currrent class name of the material.
  48444. */
  48445. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48446. return "PBRMetallicRoughnessMaterial";
  48447. };
  48448. /**
  48449. * Return the active textures of the material.
  48450. */
  48451. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48452. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48453. if (this.baseTexture) {
  48454. activeTextures.push(this.baseTexture);
  48455. }
  48456. if (this.metallicRoughnessTexture) {
  48457. activeTextures.push(this.metallicRoughnessTexture);
  48458. }
  48459. return activeTextures;
  48460. };
  48461. /**
  48462. * Checks to see if a texture is used in the material.
  48463. * @param texture - Base texture to use.
  48464. * @returns - Boolean specifying if a texture is used in the material.
  48465. */
  48466. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48467. if (_super.prototype.hasTexture.call(this, texture)) {
  48468. return true;
  48469. }
  48470. if (this.baseTexture === texture) {
  48471. return true;
  48472. }
  48473. if (this.metallicRoughnessTexture === texture) {
  48474. return true;
  48475. }
  48476. return false;
  48477. };
  48478. /**
  48479. * Makes a duplicate of the current material.
  48480. * @param name - name to use for the new material.
  48481. */
  48482. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48483. var _this = this;
  48484. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48485. clone.id = name;
  48486. clone.name = name;
  48487. return clone;
  48488. };
  48489. /**
  48490. * Serialize the material to a parsable JSON object.
  48491. */
  48492. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48493. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48494. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48495. return serializationObject;
  48496. };
  48497. /**
  48498. * Parses a JSON object correponding to the serialize function.
  48499. */
  48500. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48501. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48502. };
  48503. __decorate([
  48504. BABYLON.serializeAsColor3(),
  48505. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48506. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48507. __decorate([
  48508. BABYLON.serializeAsTexture(),
  48509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48510. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48511. __decorate([
  48512. BABYLON.serialize(),
  48513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48514. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48515. __decorate([
  48516. BABYLON.serialize(),
  48517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48518. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48519. __decorate([
  48520. BABYLON.serializeAsTexture(),
  48521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48522. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48523. return PBRMetallicRoughnessMaterial;
  48524. }(BABYLON.PBRBaseSimpleMaterial));
  48525. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48526. })(BABYLON || (BABYLON = {}));
  48527. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48528. var BABYLON;
  48529. (function (BABYLON) {
  48530. /**
  48531. * The PBR material of BJS following the specular glossiness convention.
  48532. *
  48533. * This fits to the PBR convention in the GLTF definition:
  48534. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48535. */
  48536. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48537. __extends(PBRSpecularGlossinessMaterial, _super);
  48538. /**
  48539. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48540. *
  48541. * @param name The material name
  48542. * @param scene The scene the material will be use in.
  48543. */
  48544. function PBRSpecularGlossinessMaterial(name, scene) {
  48545. var _this = _super.call(this, name, scene) || this;
  48546. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48547. return _this;
  48548. }
  48549. /**
  48550. * Return the currrent class name of the material.
  48551. */
  48552. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48553. return "PBRSpecularGlossinessMaterial";
  48554. };
  48555. /**
  48556. * Return the active textures of the material.
  48557. */
  48558. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48559. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48560. if (this.diffuseTexture) {
  48561. activeTextures.push(this.diffuseTexture);
  48562. }
  48563. if (this.specularGlossinessTexture) {
  48564. activeTextures.push(this.specularGlossinessTexture);
  48565. }
  48566. return activeTextures;
  48567. };
  48568. /**
  48569. * Checks to see if a texture is used in the material.
  48570. * @param texture - Base texture to use.
  48571. * @returns - Boolean specifying if a texture is used in the material.
  48572. */
  48573. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48574. if (_super.prototype.hasTexture.call(this, texture)) {
  48575. return true;
  48576. }
  48577. if (this.diffuseTexture === texture) {
  48578. return true;
  48579. }
  48580. if (this.specularGlossinessTexture === texture) {
  48581. return true;
  48582. }
  48583. return false;
  48584. };
  48585. /**
  48586. * Makes a duplicate of the current material.
  48587. * @param name - name to use for the new material.
  48588. */
  48589. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48590. var _this = this;
  48591. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48592. clone.id = name;
  48593. clone.name = name;
  48594. return clone;
  48595. };
  48596. /**
  48597. * Serialize the material to a parsable JSON object.
  48598. */
  48599. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48600. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48601. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48602. return serializationObject;
  48603. };
  48604. /**
  48605. * Parses a JSON object correponding to the serialize function.
  48606. */
  48607. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48608. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48609. };
  48610. __decorate([
  48611. BABYLON.serializeAsColor3("diffuse"),
  48612. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48613. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48614. __decorate([
  48615. BABYLON.serializeAsTexture(),
  48616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48617. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48618. __decorate([
  48619. BABYLON.serializeAsColor3("specular"),
  48620. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48621. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48622. __decorate([
  48623. BABYLON.serialize(),
  48624. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48625. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48626. __decorate([
  48627. BABYLON.serializeAsTexture(),
  48628. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48629. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48630. return PBRSpecularGlossinessMaterial;
  48631. }(BABYLON.PBRBaseSimpleMaterial));
  48632. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48633. })(BABYLON || (BABYLON = {}));
  48634. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48635. var BABYLON;
  48636. (function (BABYLON) {
  48637. /**
  48638. * @ignore
  48639. * This is a list of all the different input types that are available in the application.
  48640. * Fo instance: ArcRotateCameraGamepadInput...
  48641. */
  48642. BABYLON.CameraInputTypes = {};
  48643. /**
  48644. * This represents the input manager used within a camera.
  48645. * It helps dealing with all the different kind of input attached to a camera.
  48646. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48647. */
  48648. var CameraInputsManager = /** @class */ (function () {
  48649. /**
  48650. * Instantiate a new Camera Input Manager.
  48651. * @param camera Defines the camera the input manager blongs to
  48652. */
  48653. function CameraInputsManager(camera) {
  48654. this.attached = {};
  48655. this.camera = camera;
  48656. this.checkInputs = function () { };
  48657. }
  48658. /**
  48659. * Add an input method to a camera
  48660. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48661. * @param input camera input method
  48662. */
  48663. CameraInputsManager.prototype.add = function (input) {
  48664. var type = input.getSimpleName();
  48665. if (this.attached[type]) {
  48666. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48667. return;
  48668. }
  48669. this.attached[type] = input;
  48670. input.camera = this.camera;
  48671. //for checkInputs, we are dynamically creating a function
  48672. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48673. if (input.checkInputs) {
  48674. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48675. }
  48676. if (this.attachedElement) {
  48677. input.attachControl(this.attachedElement);
  48678. }
  48679. };
  48680. /**
  48681. * Remove a specific input method from a camera
  48682. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48683. * @param inputToRemove camera input method
  48684. */
  48685. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48686. for (var cam in this.attached) {
  48687. var input = this.attached[cam];
  48688. if (input === inputToRemove) {
  48689. input.detachControl(this.attachedElement);
  48690. input.camera = null;
  48691. delete this.attached[cam];
  48692. this.rebuildInputCheck();
  48693. }
  48694. }
  48695. };
  48696. /**
  48697. * Remove a specific input type from a camera
  48698. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48699. * @param inputType the type of the input to remove
  48700. */
  48701. CameraInputsManager.prototype.removeByType = function (inputType) {
  48702. for (var cam in this.attached) {
  48703. var input = this.attached[cam];
  48704. if (input.getClassName() === inputType) {
  48705. input.detachControl(this.attachedElement);
  48706. input.camera = null;
  48707. delete this.attached[cam];
  48708. this.rebuildInputCheck();
  48709. }
  48710. }
  48711. };
  48712. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48713. var current = this.checkInputs;
  48714. return function () {
  48715. current();
  48716. fn();
  48717. };
  48718. };
  48719. /**
  48720. * Attach the input controls to the currently attached dom element to listen the events from.
  48721. * @param input Defines the input to attach
  48722. */
  48723. CameraInputsManager.prototype.attachInput = function (input) {
  48724. if (this.attachedElement) {
  48725. input.attachControl(this.attachedElement, this.noPreventDefault);
  48726. }
  48727. };
  48728. /**
  48729. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48730. * @param element Defines the dom element to collect the events from
  48731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48732. */
  48733. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48734. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48735. if (this.attachedElement) {
  48736. return;
  48737. }
  48738. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48739. this.attachedElement = element;
  48740. this.noPreventDefault = noPreventDefault;
  48741. for (var cam in this.attached) {
  48742. this.attached[cam].attachControl(element, noPreventDefault);
  48743. }
  48744. };
  48745. /**
  48746. * Detach the current manager inputs controls from a specific dom element.
  48747. * @param element Defines the dom element to collect the events from
  48748. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48749. */
  48750. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48751. if (disconnect === void 0) { disconnect = false; }
  48752. if (this.attachedElement !== element) {
  48753. return;
  48754. }
  48755. for (var cam in this.attached) {
  48756. this.attached[cam].detachControl(element);
  48757. if (disconnect) {
  48758. this.attached[cam].camera = null;
  48759. }
  48760. }
  48761. this.attachedElement = null;
  48762. };
  48763. /**
  48764. * Rebuild the dynamic inputCheck function from the current list of
  48765. * defined inputs in the manager.
  48766. */
  48767. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48768. this.checkInputs = function () { };
  48769. for (var cam in this.attached) {
  48770. var input = this.attached[cam];
  48771. if (input.checkInputs) {
  48772. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48773. }
  48774. }
  48775. };
  48776. /**
  48777. * Remove all attached input methods from a camera
  48778. */
  48779. CameraInputsManager.prototype.clear = function () {
  48780. if (this.attachedElement) {
  48781. this.detachElement(this.attachedElement, true);
  48782. }
  48783. this.attached = {};
  48784. this.attachedElement = null;
  48785. this.checkInputs = function () { };
  48786. };
  48787. /**
  48788. * Serialize the current input manager attached to a camera.
  48789. * This ensures than once parsed,
  48790. * the input associated to the camera will be identical to the current ones
  48791. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48792. */
  48793. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48794. var inputs = {};
  48795. for (var cam in this.attached) {
  48796. var input = this.attached[cam];
  48797. var res = BABYLON.SerializationHelper.Serialize(input);
  48798. inputs[input.getClassName()] = res;
  48799. }
  48800. serializedCamera.inputsmgr = inputs;
  48801. };
  48802. /**
  48803. * Parses an input manager serialized JSON to restore the previous list of inputs
  48804. * and states associated to a camera.
  48805. * @param parsedCamera Defines the JSON to parse
  48806. */
  48807. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48808. var parsedInputs = parsedCamera.inputsmgr;
  48809. if (parsedInputs) {
  48810. this.clear();
  48811. for (var n in parsedInputs) {
  48812. var construct = BABYLON.CameraInputTypes[n];
  48813. if (construct) {
  48814. var parsedinput = parsedInputs[n];
  48815. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48816. this.add(input);
  48817. }
  48818. }
  48819. }
  48820. else {
  48821. //2016-03-08 this part is for managing backward compatibility
  48822. for (var n in this.attached) {
  48823. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48824. if (construct) {
  48825. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48826. this.remove(this.attached[n]);
  48827. this.add(input);
  48828. }
  48829. }
  48830. }
  48831. };
  48832. return CameraInputsManager;
  48833. }());
  48834. BABYLON.CameraInputsManager = CameraInputsManager;
  48835. })(BABYLON || (BABYLON = {}));
  48836. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48837. var BABYLON;
  48838. (function (BABYLON) {
  48839. /**
  48840. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48841. * This is the base of the follow, arc rotate cameras and Free camera
  48842. * @see http://doc.babylonjs.com/features/cameras
  48843. */
  48844. var TargetCamera = /** @class */ (function (_super) {
  48845. __extends(TargetCamera, _super);
  48846. /**
  48847. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48848. * This is the base of the follow, arc rotate cameras and Free camera
  48849. * @see http://doc.babylonjs.com/features/cameras
  48850. * @param name Defines the name of the camera in the scene
  48851. * @param position Defines the start position of the camera in the scene
  48852. * @param scene Defines the scene the camera belongs to
  48853. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48854. */
  48855. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48856. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48857. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48858. /**
  48859. * Define the current direction the camera is moving to
  48860. */
  48861. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48862. /**
  48863. * Define the current rotation the camera is rotating to
  48864. */
  48865. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48866. /**
  48867. * When set, the up vector of the camera will be updated by the rotation of the camera
  48868. */
  48869. _this.updateUpVectorFromRotation = false;
  48870. _this._tmpQuaternion = new BABYLON.Quaternion();
  48871. /**
  48872. * Define the current rotation of the camera
  48873. */
  48874. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48875. /**
  48876. * Define the current speed of the camera
  48877. */
  48878. _this.speed = 2.0;
  48879. /**
  48880. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48881. * around all axis.
  48882. */
  48883. _this.noRotationConstraint = false;
  48884. /**
  48885. * Define the current target of the camera as an object or a position.
  48886. */
  48887. _this.lockedTarget = null;
  48888. /** @hidden */
  48889. _this._currentTarget = BABYLON.Vector3.Zero();
  48890. /** @hidden */
  48891. _this._initialFocalDistance = 1;
  48892. /** @hidden */
  48893. _this._viewMatrix = BABYLON.Matrix.Zero();
  48894. /** @hidden */
  48895. _this._camMatrix = BABYLON.Matrix.Zero();
  48896. /** @hidden */
  48897. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48898. /** @hidden */
  48899. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48900. /** @hidden */
  48901. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48902. /** @hidden */
  48903. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48904. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48905. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48906. _this._defaultUp = BABYLON.Vector3.Up();
  48907. _this._cachedRotationZ = 0;
  48908. _this._cachedQuaternionRotationZ = 0;
  48909. return _this;
  48910. }
  48911. /**
  48912. * Gets the position in front of the camera at a given distance.
  48913. * @param distance The distance from the camera we want the position to be
  48914. * @returns the position
  48915. */
  48916. TargetCamera.prototype.getFrontPosition = function (distance) {
  48917. this.getWorldMatrix();
  48918. var direction = this.getTarget().subtract(this.position);
  48919. direction.normalize();
  48920. direction.scaleInPlace(distance);
  48921. return this.globalPosition.add(direction);
  48922. };
  48923. /** @hidden */
  48924. TargetCamera.prototype._getLockedTargetPosition = function () {
  48925. if (!this.lockedTarget) {
  48926. return null;
  48927. }
  48928. if (this.lockedTarget.absolutePosition) {
  48929. this.lockedTarget.computeWorldMatrix();
  48930. }
  48931. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48932. };
  48933. /**
  48934. * Store current camera state of the camera (fov, position, rotation, etc..)
  48935. * @returns the camera
  48936. */
  48937. TargetCamera.prototype.storeState = function () {
  48938. this._storedPosition = this.position.clone();
  48939. this._storedRotation = this.rotation.clone();
  48940. if (this.rotationQuaternion) {
  48941. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48942. }
  48943. return _super.prototype.storeState.call(this);
  48944. };
  48945. /**
  48946. * Restored camera state. You must call storeState() first
  48947. * @returns whether it was successful or not
  48948. * @hidden
  48949. */
  48950. TargetCamera.prototype._restoreStateValues = function () {
  48951. if (!_super.prototype._restoreStateValues.call(this)) {
  48952. return false;
  48953. }
  48954. this.position = this._storedPosition.clone();
  48955. this.rotation = this._storedRotation.clone();
  48956. if (this.rotationQuaternion) {
  48957. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48958. }
  48959. this.cameraDirection.copyFromFloats(0, 0, 0);
  48960. this.cameraRotation.copyFromFloats(0, 0);
  48961. return true;
  48962. };
  48963. /** @hidden */
  48964. TargetCamera.prototype._initCache = function () {
  48965. _super.prototype._initCache.call(this);
  48966. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48967. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48968. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48969. };
  48970. /** @hidden */
  48971. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48972. if (!ignoreParentClass) {
  48973. _super.prototype._updateCache.call(this);
  48974. }
  48975. var lockedTargetPosition = this._getLockedTargetPosition();
  48976. if (!lockedTargetPosition) {
  48977. this._cache.lockedTarget = null;
  48978. }
  48979. else {
  48980. if (!this._cache.lockedTarget) {
  48981. this._cache.lockedTarget = lockedTargetPosition.clone();
  48982. }
  48983. else {
  48984. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48985. }
  48986. }
  48987. this._cache.rotation.copyFrom(this.rotation);
  48988. if (this.rotationQuaternion) {
  48989. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48990. }
  48991. };
  48992. // Synchronized
  48993. /** @hidden */
  48994. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48995. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48996. return false;
  48997. }
  48998. var lockedTargetPosition = this._getLockedTargetPosition();
  48999. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49000. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49001. };
  49002. // Methods
  49003. /** @hidden */
  49004. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49005. var engine = this.getEngine();
  49006. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49007. };
  49008. // Target
  49009. /** @hidden */
  49010. TargetCamera.prototype.setTarget = function (target) {
  49011. this.upVector.normalize();
  49012. this._initialFocalDistance = target.subtract(this.position).length();
  49013. if (this.position.z === target.z) {
  49014. this.position.z += BABYLON.Epsilon;
  49015. }
  49016. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49017. this._camMatrix.invert();
  49018. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49019. var vDir = target.subtract(this.position);
  49020. if (vDir.x >= 0.0) {
  49021. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49022. }
  49023. else {
  49024. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49025. }
  49026. this.rotation.z = 0;
  49027. if (isNaN(this.rotation.x)) {
  49028. this.rotation.x = 0;
  49029. }
  49030. if (isNaN(this.rotation.y)) {
  49031. this.rotation.y = 0;
  49032. }
  49033. if (isNaN(this.rotation.z)) {
  49034. this.rotation.z = 0;
  49035. }
  49036. if (this.rotationQuaternion) {
  49037. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49038. }
  49039. };
  49040. /**
  49041. * Return the current target position of the camera. This value is expressed in local space.
  49042. * @returns the target position
  49043. */
  49044. TargetCamera.prototype.getTarget = function () {
  49045. return this._currentTarget;
  49046. };
  49047. /** @hidden */
  49048. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49049. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49050. };
  49051. /** @hidden */
  49052. TargetCamera.prototype._updatePosition = function () {
  49053. if (this.parent) {
  49054. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49055. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49056. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49057. return;
  49058. }
  49059. this.position.addInPlace(this.cameraDirection);
  49060. };
  49061. /** @hidden */
  49062. TargetCamera.prototype._checkInputs = function () {
  49063. var needToMove = this._decideIfNeedsToMove();
  49064. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49065. // Move
  49066. if (needToMove) {
  49067. this._updatePosition();
  49068. }
  49069. // Rotate
  49070. if (needToRotate) {
  49071. this.rotation.x += this.cameraRotation.x;
  49072. this.rotation.y += this.cameraRotation.y;
  49073. //rotate, if quaternion is set and rotation was used
  49074. if (this.rotationQuaternion) {
  49075. var len = this.rotation.lengthSquared();
  49076. if (len) {
  49077. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49078. }
  49079. }
  49080. if (!this.noRotationConstraint) {
  49081. var limit = (Math.PI / 2) * 0.95;
  49082. if (this.rotation.x > limit) {
  49083. this.rotation.x = limit;
  49084. }
  49085. if (this.rotation.x < -limit) {
  49086. this.rotation.x = -limit;
  49087. }
  49088. }
  49089. }
  49090. // Inertia
  49091. if (needToMove) {
  49092. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49093. this.cameraDirection.x = 0;
  49094. }
  49095. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49096. this.cameraDirection.y = 0;
  49097. }
  49098. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49099. this.cameraDirection.z = 0;
  49100. }
  49101. this.cameraDirection.scaleInPlace(this.inertia);
  49102. }
  49103. if (needToRotate) {
  49104. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49105. this.cameraRotation.x = 0;
  49106. }
  49107. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49108. this.cameraRotation.y = 0;
  49109. }
  49110. this.cameraRotation.scaleInPlace(this.inertia);
  49111. }
  49112. _super.prototype._checkInputs.call(this);
  49113. };
  49114. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49115. if (this.rotationQuaternion) {
  49116. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49117. }
  49118. else {
  49119. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49120. }
  49121. };
  49122. /**
  49123. * 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)
  49124. * @returns the current camera
  49125. */
  49126. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49127. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49128. return this;
  49129. };
  49130. /** @hidden */
  49131. TargetCamera.prototype._getViewMatrix = function () {
  49132. if (this.lockedTarget) {
  49133. this.setTarget(this._getLockedTargetPosition());
  49134. }
  49135. // Compute
  49136. this._updateCameraRotationMatrix();
  49137. // Apply the changed rotation to the upVector
  49138. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49139. this._rotateUpVectorWithCameraRotationMatrix();
  49140. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49141. }
  49142. else if (this._cachedRotationZ != this.rotation.z) {
  49143. this._rotateUpVectorWithCameraRotationMatrix();
  49144. this._cachedRotationZ = this.rotation.z;
  49145. }
  49146. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49147. // Computing target and final matrix
  49148. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49149. if (this.updateUpVectorFromRotation) {
  49150. if (this.rotationQuaternion) {
  49151. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49152. }
  49153. else {
  49154. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49155. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49156. }
  49157. }
  49158. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49159. return this._viewMatrix;
  49160. };
  49161. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49162. if (this.parent) {
  49163. var parentWorldMatrix = this.parent.getWorldMatrix();
  49164. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49165. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49166. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49167. this._markSyncedWithParent();
  49168. }
  49169. else {
  49170. this._globalPosition.copyFrom(position);
  49171. this._globalCurrentTarget.copyFrom(target);
  49172. this._globalCurrentUpVector.copyFrom(up);
  49173. }
  49174. if (this.getScene().useRightHandedSystem) {
  49175. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49176. }
  49177. else {
  49178. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49179. }
  49180. };
  49181. /**
  49182. * @hidden
  49183. */
  49184. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49185. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49186. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49187. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49188. if (!this.rotationQuaternion) {
  49189. this.rotationQuaternion = new BABYLON.Quaternion();
  49190. }
  49191. rigCamera._cameraRigParams = {};
  49192. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49193. }
  49194. return rigCamera;
  49195. }
  49196. return null;
  49197. };
  49198. /**
  49199. * @hidden
  49200. */
  49201. TargetCamera.prototype._updateRigCameras = function () {
  49202. var camLeft = this._rigCameras[0];
  49203. var camRight = this._rigCameras[1];
  49204. this.computeWorldMatrix();
  49205. switch (this.cameraRigMode) {
  49206. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49207. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49208. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49209. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49210. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49211. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49212. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49213. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49214. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49215. break;
  49216. case BABYLON.Camera.RIG_MODE_VR:
  49217. if (camLeft.rotationQuaternion) {
  49218. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49219. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49220. }
  49221. else {
  49222. camLeft.rotation.copyFrom(this.rotation);
  49223. camRight.rotation.copyFrom(this.rotation);
  49224. }
  49225. camLeft.position.copyFrom(this.position);
  49226. camRight.position.copyFrom(this.position);
  49227. break;
  49228. }
  49229. _super.prototype._updateRigCameras.call(this);
  49230. };
  49231. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49232. var target = this.getTarget();
  49233. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49234. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49235. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49236. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49237. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49238. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49239. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49240. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49241. rigCamera.setTarget(newFocalTarget);
  49242. };
  49243. /**
  49244. * Gets the current object class name.
  49245. * @return the class name
  49246. */
  49247. TargetCamera.prototype.getClassName = function () {
  49248. return "TargetCamera";
  49249. };
  49250. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49251. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49252. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49253. __decorate([
  49254. BABYLON.serializeAsVector3()
  49255. ], TargetCamera.prototype, "rotation", void 0);
  49256. __decorate([
  49257. BABYLON.serialize()
  49258. ], TargetCamera.prototype, "speed", void 0);
  49259. __decorate([
  49260. BABYLON.serializeAsMeshReference("lockedTargetId")
  49261. ], TargetCamera.prototype, "lockedTarget", void 0);
  49262. return TargetCamera;
  49263. }(BABYLON.Camera));
  49264. BABYLON.TargetCamera = TargetCamera;
  49265. })(BABYLON || (BABYLON = {}));
  49266. //# sourceMappingURL=babylon.targetCamera.js.map
  49267. var BABYLON;
  49268. (function (BABYLON) {
  49269. /**
  49270. * Manage the mouse inputs to control the movement of a free camera.
  49271. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49272. */
  49273. var FreeCameraMouseInput = /** @class */ (function () {
  49274. /**
  49275. * Manage the mouse inputs to control the movement of a free camera.
  49276. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49277. * @param touchEnabled Defines if touch is enabled or not
  49278. */
  49279. function FreeCameraMouseInput(
  49280. /**
  49281. * Define if touch is enabled in the mouse input
  49282. */
  49283. touchEnabled) {
  49284. if (touchEnabled === void 0) { touchEnabled = true; }
  49285. this.touchEnabled = touchEnabled;
  49286. /**
  49287. * Defines the buttons associated with the input to handle camera move.
  49288. */
  49289. this.buttons = [0, 1, 2];
  49290. /**
  49291. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49292. */
  49293. this.angularSensibility = 2000.0;
  49294. this.previousPosition = null;
  49295. }
  49296. /**
  49297. * Attach the input controls to a specific dom element to get the input from.
  49298. * @param element Defines the element the controls should be listened from
  49299. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49300. */
  49301. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49302. var _this = this;
  49303. var engine = this.camera.getEngine();
  49304. if (!this._pointerInput) {
  49305. this._pointerInput = function (p, s) {
  49306. var evt = p.event;
  49307. if (engine.isInVRExclusivePointerMode) {
  49308. return;
  49309. }
  49310. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49311. return;
  49312. }
  49313. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49314. return;
  49315. }
  49316. var srcElement = (evt.srcElement || evt.target);
  49317. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49318. try {
  49319. srcElement.setPointerCapture(evt.pointerId);
  49320. }
  49321. catch (e) {
  49322. //Nothing to do with the error. Execution will continue.
  49323. }
  49324. _this.previousPosition = {
  49325. x: evt.clientX,
  49326. y: evt.clientY
  49327. };
  49328. if (!noPreventDefault) {
  49329. evt.preventDefault();
  49330. element.focus();
  49331. }
  49332. }
  49333. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49334. try {
  49335. srcElement.releasePointerCapture(evt.pointerId);
  49336. }
  49337. catch (e) {
  49338. //Nothing to do with the error.
  49339. }
  49340. _this.previousPosition = null;
  49341. if (!noPreventDefault) {
  49342. evt.preventDefault();
  49343. }
  49344. }
  49345. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49346. if (!_this.previousPosition || engine.isPointerLock) {
  49347. return;
  49348. }
  49349. var offsetX = evt.clientX - _this.previousPosition.x;
  49350. if (_this.camera.getScene().useRightHandedSystem) {
  49351. offsetX *= -1;
  49352. }
  49353. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49354. offsetX *= -1;
  49355. }
  49356. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49357. var offsetY = evt.clientY - _this.previousPosition.y;
  49358. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49359. _this.previousPosition = {
  49360. x: evt.clientX,
  49361. y: evt.clientY
  49362. };
  49363. if (!noPreventDefault) {
  49364. evt.preventDefault();
  49365. }
  49366. }
  49367. };
  49368. }
  49369. this._onMouseMove = function (evt) {
  49370. if (!engine.isPointerLock) {
  49371. return;
  49372. }
  49373. if (engine.isInVRExclusivePointerMode) {
  49374. return;
  49375. }
  49376. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49377. if (_this.camera.getScene().useRightHandedSystem) {
  49378. offsetX *= -1;
  49379. }
  49380. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49381. offsetX *= -1;
  49382. }
  49383. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49384. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49385. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49386. _this.previousPosition = null;
  49387. if (!noPreventDefault) {
  49388. evt.preventDefault();
  49389. }
  49390. };
  49391. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49392. element.addEventListener("mousemove", this._onMouseMove, false);
  49393. };
  49394. /**
  49395. * Detach the current controls from the specified dom element.
  49396. * @param element Defines the element to stop listening the inputs from
  49397. */
  49398. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49399. if (this._observer && element) {
  49400. this.camera.getScene().onPointerObservable.remove(this._observer);
  49401. if (this._onMouseMove) {
  49402. element.removeEventListener("mousemove", this._onMouseMove);
  49403. }
  49404. this._observer = null;
  49405. this._onMouseMove = null;
  49406. this.previousPosition = null;
  49407. }
  49408. };
  49409. /**
  49410. * Gets the class name of the current intput.
  49411. * @returns the class name
  49412. */
  49413. FreeCameraMouseInput.prototype.getClassName = function () {
  49414. return "FreeCameraMouseInput";
  49415. };
  49416. /**
  49417. * Get the friendly name associated with the input class.
  49418. * @returns the input friendly name
  49419. */
  49420. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49421. return "mouse";
  49422. };
  49423. __decorate([
  49424. BABYLON.serialize()
  49425. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49426. __decorate([
  49427. BABYLON.serialize()
  49428. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49429. return FreeCameraMouseInput;
  49430. }());
  49431. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49432. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49433. })(BABYLON || (BABYLON = {}));
  49434. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49435. var BABYLON;
  49436. (function (BABYLON) {
  49437. /**
  49438. * Manage the keyboard inputs to control the movement of a free camera.
  49439. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49440. */
  49441. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49442. function FreeCameraKeyboardMoveInput() {
  49443. /**
  49444. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49445. */
  49446. this.keysUp = [38];
  49447. /**
  49448. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49449. */
  49450. this.keysDown = [40];
  49451. /**
  49452. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49453. */
  49454. this.keysLeft = [37];
  49455. /**
  49456. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49457. */
  49458. this.keysRight = [39];
  49459. this._keys = new Array();
  49460. }
  49461. /**
  49462. * Attach the input controls to a specific dom element to get the input from.
  49463. * @param element Defines the element the controls should be listened from
  49464. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49465. */
  49466. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49467. var _this = this;
  49468. if (this._onCanvasBlurObserver) {
  49469. return;
  49470. }
  49471. this._scene = this.camera.getScene();
  49472. this._engine = this._scene.getEngine();
  49473. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49474. _this._keys = [];
  49475. });
  49476. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49477. var evt = info.event;
  49478. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49479. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49480. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49481. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49482. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49483. var index = _this._keys.indexOf(evt.keyCode);
  49484. if (index === -1) {
  49485. _this._keys.push(evt.keyCode);
  49486. }
  49487. if (!noPreventDefault) {
  49488. evt.preventDefault();
  49489. }
  49490. }
  49491. }
  49492. else {
  49493. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49494. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49495. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49496. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49497. var index = _this._keys.indexOf(evt.keyCode);
  49498. if (index >= 0) {
  49499. _this._keys.splice(index, 1);
  49500. }
  49501. if (!noPreventDefault) {
  49502. evt.preventDefault();
  49503. }
  49504. }
  49505. }
  49506. });
  49507. };
  49508. /**
  49509. * Detach the current controls from the specified dom element.
  49510. * @param element Defines the element to stop listening the inputs from
  49511. */
  49512. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49513. if (this._scene) {
  49514. if (this._onKeyboardObserver) {
  49515. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49516. }
  49517. if (this._onCanvasBlurObserver) {
  49518. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49519. }
  49520. this._onKeyboardObserver = null;
  49521. this._onCanvasBlurObserver = null;
  49522. }
  49523. this._keys = [];
  49524. };
  49525. /**
  49526. * Update the current camera state depending on the inputs that have been used this frame.
  49527. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49528. */
  49529. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49530. if (this._onKeyboardObserver) {
  49531. var camera = this.camera;
  49532. // Keyboard
  49533. for (var index = 0; index < this._keys.length; index++) {
  49534. var keyCode = this._keys[index];
  49535. var speed = camera._computeLocalCameraSpeed();
  49536. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49537. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49538. }
  49539. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49540. camera._localDirection.copyFromFloats(0, 0, speed);
  49541. }
  49542. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49543. camera._localDirection.copyFromFloats(speed, 0, 0);
  49544. }
  49545. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49546. camera._localDirection.copyFromFloats(0, 0, -speed);
  49547. }
  49548. if (camera.getScene().useRightHandedSystem) {
  49549. camera._localDirection.z *= -1;
  49550. }
  49551. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49552. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49553. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49554. }
  49555. }
  49556. };
  49557. /**
  49558. * Gets the class name of the current intput.
  49559. * @returns the class name
  49560. */
  49561. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49562. return "FreeCameraKeyboardMoveInput";
  49563. };
  49564. /** @hidden */
  49565. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49566. this._keys = [];
  49567. };
  49568. /**
  49569. * Get the friendly name associated with the input class.
  49570. * @returns the input friendly name
  49571. */
  49572. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49573. return "keyboard";
  49574. };
  49575. __decorate([
  49576. BABYLON.serialize()
  49577. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49578. __decorate([
  49579. BABYLON.serialize()
  49580. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49581. __decorate([
  49582. BABYLON.serialize()
  49583. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49584. __decorate([
  49585. BABYLON.serialize()
  49586. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49587. return FreeCameraKeyboardMoveInput;
  49588. }());
  49589. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49590. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49591. })(BABYLON || (BABYLON = {}));
  49592. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49593. var BABYLON;
  49594. (function (BABYLON) {
  49595. /**
  49596. * Default Inputs manager for the FreeCamera.
  49597. * It groups all the default supported inputs for ease of use.
  49598. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49599. */
  49600. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49601. __extends(FreeCameraInputsManager, _super);
  49602. /**
  49603. * Instantiates a new FreeCameraInputsManager.
  49604. * @param camera Defines the camera the inputs belong to
  49605. */
  49606. function FreeCameraInputsManager(camera) {
  49607. return _super.call(this, camera) || this;
  49608. }
  49609. /**
  49610. * Add keyboard input support to the input manager.
  49611. * @returns the current input manager
  49612. */
  49613. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49614. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49615. return this;
  49616. };
  49617. /**
  49618. * Add mouse input support to the input manager.
  49619. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49620. * @returns the current input manager
  49621. */
  49622. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49623. if (touchEnabled === void 0) { touchEnabled = true; }
  49624. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49625. return this;
  49626. };
  49627. /**
  49628. * Add orientation input support to the input manager.
  49629. * @returns the current input manager
  49630. */
  49631. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49632. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49633. return this;
  49634. };
  49635. /**
  49636. * Add touch input support to the input manager.
  49637. * @returns the current input manager
  49638. */
  49639. FreeCameraInputsManager.prototype.addTouch = function () {
  49640. this.add(new BABYLON.FreeCameraTouchInput());
  49641. return this;
  49642. };
  49643. /**
  49644. * Add virtual joystick input support to the input manager.
  49645. * @returns the current input manager
  49646. */
  49647. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49648. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49649. return this;
  49650. };
  49651. return FreeCameraInputsManager;
  49652. }(BABYLON.CameraInputsManager));
  49653. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49654. })(BABYLON || (BABYLON = {}));
  49655. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49656. var BABYLON;
  49657. (function (BABYLON) {
  49658. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49659. // Forcing to use the Universal camera
  49660. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49661. });
  49662. /**
  49663. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49664. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49665. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49666. */
  49667. var FreeCamera = /** @class */ (function (_super) {
  49668. __extends(FreeCamera, _super);
  49669. /**
  49670. * Instantiates a Free Camera.
  49671. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49672. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49673. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49674. * @param name Define the name of the camera in the scene
  49675. * @param position Define the start position of the camera in the scene
  49676. * @param scene Define the scene the camera belongs to
  49677. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49678. */
  49679. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49680. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49681. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49682. /**
  49683. * Define the collision ellipsoid of the camera.
  49684. * This is helpful to simulate a camera body like the player body around the camera
  49685. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49686. */
  49687. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49688. /**
  49689. * Define an offset for the position of the ellipsoid around the camera.
  49690. * This can be helpful to determine the center of the body near the gravity center of the body
  49691. * instead of its head.
  49692. */
  49693. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49694. /**
  49695. * Enable or disable collisions of the camera with the rest of the scene objects.
  49696. */
  49697. _this.checkCollisions = false;
  49698. /**
  49699. * Enable or disable gravity on the camera.
  49700. */
  49701. _this.applyGravity = false;
  49702. _this._needMoveForGravity = false;
  49703. _this._oldPosition = BABYLON.Vector3.Zero();
  49704. _this._diffPosition = BABYLON.Vector3.Zero();
  49705. _this._newPosition = BABYLON.Vector3.Zero();
  49706. // Collisions
  49707. _this._collisionMask = -1;
  49708. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49709. if (collidedMesh === void 0) { collidedMesh = null; }
  49710. //TODO move this to the collision coordinator!
  49711. if (_this.getScene().workerCollisions) {
  49712. newPosition.multiplyInPlace(_this._collider._radius);
  49713. }
  49714. var updatePosition = function (newPos) {
  49715. _this._newPosition.copyFrom(newPos);
  49716. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49717. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49718. _this.position.addInPlace(_this._diffPosition);
  49719. if (_this.onCollide && collidedMesh) {
  49720. _this.onCollide(collidedMesh);
  49721. }
  49722. }
  49723. };
  49724. updatePosition(newPosition);
  49725. };
  49726. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49727. _this.inputs.addKeyboard().addMouse();
  49728. return _this;
  49729. }
  49730. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49731. /**
  49732. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49733. * Higher values reduce sensitivity.
  49734. */
  49735. get: function () {
  49736. var mouse = this.inputs.attached["mouse"];
  49737. if (mouse) {
  49738. return mouse.angularSensibility;
  49739. }
  49740. return 0;
  49741. },
  49742. /**
  49743. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49744. * Higher values reduce sensitivity.
  49745. */
  49746. set: function (value) {
  49747. var mouse = this.inputs.attached["mouse"];
  49748. if (mouse) {
  49749. mouse.angularSensibility = value;
  49750. }
  49751. },
  49752. enumerable: true,
  49753. configurable: true
  49754. });
  49755. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49756. /**
  49757. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49758. */
  49759. get: function () {
  49760. var keyboard = this.inputs.attached["keyboard"];
  49761. if (keyboard) {
  49762. return keyboard.keysUp;
  49763. }
  49764. return [];
  49765. },
  49766. set: function (value) {
  49767. var keyboard = this.inputs.attached["keyboard"];
  49768. if (keyboard) {
  49769. keyboard.keysUp = value;
  49770. }
  49771. },
  49772. enumerable: true,
  49773. configurable: true
  49774. });
  49775. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49776. /**
  49777. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49778. */
  49779. get: function () {
  49780. var keyboard = this.inputs.attached["keyboard"];
  49781. if (keyboard) {
  49782. return keyboard.keysDown;
  49783. }
  49784. return [];
  49785. },
  49786. set: function (value) {
  49787. var keyboard = this.inputs.attached["keyboard"];
  49788. if (keyboard) {
  49789. keyboard.keysDown = value;
  49790. }
  49791. },
  49792. enumerable: true,
  49793. configurable: true
  49794. });
  49795. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49796. /**
  49797. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49798. */
  49799. get: function () {
  49800. var keyboard = this.inputs.attached["keyboard"];
  49801. if (keyboard) {
  49802. return keyboard.keysLeft;
  49803. }
  49804. return [];
  49805. },
  49806. set: function (value) {
  49807. var keyboard = this.inputs.attached["keyboard"];
  49808. if (keyboard) {
  49809. keyboard.keysLeft = value;
  49810. }
  49811. },
  49812. enumerable: true,
  49813. configurable: true
  49814. });
  49815. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49816. /**
  49817. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49818. */
  49819. get: function () {
  49820. var keyboard = this.inputs.attached["keyboard"];
  49821. if (keyboard) {
  49822. return keyboard.keysRight;
  49823. }
  49824. return [];
  49825. },
  49826. set: function (value) {
  49827. var keyboard = this.inputs.attached["keyboard"];
  49828. if (keyboard) {
  49829. keyboard.keysRight = value;
  49830. }
  49831. },
  49832. enumerable: true,
  49833. configurable: true
  49834. });
  49835. /**
  49836. * Attached controls to the current camera.
  49837. * @param element Defines the element the controls should be listened from
  49838. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49839. */
  49840. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49841. this.inputs.attachElement(element, noPreventDefault);
  49842. };
  49843. /**
  49844. * Detach the current controls from the camera.
  49845. * The camera will stop reacting to inputs.
  49846. * @param element Defines the element to stop listening the inputs from
  49847. */
  49848. FreeCamera.prototype.detachControl = function (element) {
  49849. this.inputs.detachElement(element);
  49850. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49851. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49852. };
  49853. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49854. /**
  49855. * Define a collision mask to limit the list of object the camera can collide with
  49856. */
  49857. get: function () {
  49858. return this._collisionMask;
  49859. },
  49860. set: function (mask) {
  49861. this._collisionMask = !isNaN(mask) ? mask : -1;
  49862. },
  49863. enumerable: true,
  49864. configurable: true
  49865. });
  49866. /** @hidden */
  49867. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49868. var globalPosition;
  49869. if (this.parent) {
  49870. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49871. }
  49872. else {
  49873. globalPosition = this.position;
  49874. }
  49875. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49876. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49877. if (!this._collider) {
  49878. this._collider = new BABYLON.Collider();
  49879. }
  49880. this._collider._radius = this.ellipsoid;
  49881. this._collider.collisionMask = this._collisionMask;
  49882. //no need for clone, as long as gravity is not on.
  49883. var actualDisplacement = displacement;
  49884. //add gravity to the direction to prevent the dual-collision checking
  49885. if (this.applyGravity) {
  49886. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49887. actualDisplacement = displacement.add(this.getScene().gravity);
  49888. }
  49889. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49890. };
  49891. /** @hidden */
  49892. FreeCamera.prototype._checkInputs = function () {
  49893. if (!this._localDirection) {
  49894. this._localDirection = BABYLON.Vector3.Zero();
  49895. this._transformedDirection = BABYLON.Vector3.Zero();
  49896. }
  49897. this.inputs.checkInputs();
  49898. _super.prototype._checkInputs.call(this);
  49899. };
  49900. /** @hidden */
  49901. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49902. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49903. };
  49904. /** @hidden */
  49905. FreeCamera.prototype._updatePosition = function () {
  49906. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49907. this._collideWithWorld(this.cameraDirection);
  49908. }
  49909. else {
  49910. _super.prototype._updatePosition.call(this);
  49911. }
  49912. };
  49913. /**
  49914. * Destroy the camera and release the current resources hold by it.
  49915. */
  49916. FreeCamera.prototype.dispose = function () {
  49917. this.inputs.clear();
  49918. _super.prototype.dispose.call(this);
  49919. };
  49920. /**
  49921. * Gets the current object class name.
  49922. * @return the class name
  49923. */
  49924. FreeCamera.prototype.getClassName = function () {
  49925. return "FreeCamera";
  49926. };
  49927. __decorate([
  49928. BABYLON.serializeAsVector3()
  49929. ], FreeCamera.prototype, "ellipsoid", void 0);
  49930. __decorate([
  49931. BABYLON.serializeAsVector3()
  49932. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49933. __decorate([
  49934. BABYLON.serialize()
  49935. ], FreeCamera.prototype, "checkCollisions", void 0);
  49936. __decorate([
  49937. BABYLON.serialize()
  49938. ], FreeCamera.prototype, "applyGravity", void 0);
  49939. return FreeCamera;
  49940. }(BABYLON.TargetCamera));
  49941. BABYLON.FreeCamera = FreeCamera;
  49942. })(BABYLON || (BABYLON = {}));
  49943. //# sourceMappingURL=babylon.freeCamera.js.map
  49944. var BABYLON;
  49945. (function (BABYLON) {
  49946. /**
  49947. * Listen to mouse events to control the camera.
  49948. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49949. */
  49950. var FlyCameraMouseInput = /** @class */ (function () {
  49951. /**
  49952. * Listen to mouse events to control the camera.
  49953. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49954. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49955. */
  49956. function FlyCameraMouseInput(touchEnabled) {
  49957. if (touchEnabled === void 0) { touchEnabled = true; }
  49958. /**
  49959. * Defines the buttons associated with the input to handle camera rotation.
  49960. */
  49961. this.buttons = [0, 1, 2];
  49962. /**
  49963. * Assign buttons for Yaw control.
  49964. */
  49965. this.buttonsYaw = [-1, 0, 1];
  49966. /**
  49967. * Assign buttons for Pitch control.
  49968. */
  49969. this.buttonsPitch = [-1, 0, 1];
  49970. /**
  49971. * Assign buttons for Roll control.
  49972. */
  49973. this.buttonsRoll = [2];
  49974. /**
  49975. * Detect if any button is being pressed while mouse is moved.
  49976. * -1 = Mouse locked.
  49977. * 0 = Left button.
  49978. * 1 = Middle Button.
  49979. * 2 = Right Button.
  49980. */
  49981. this.activeButton = -1;
  49982. /**
  49983. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49984. * Higher values reduce its sensitivity.
  49985. */
  49986. this.angularSensibility = 1000.0;
  49987. this.previousPosition = null;
  49988. }
  49989. /**
  49990. * Attach the mouse control to the HTML DOM element.
  49991. * @param element Defines the element that listens to the input events.
  49992. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49993. */
  49994. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49995. var _this = this;
  49996. this.element = element;
  49997. this.noPreventDefault = noPreventDefault;
  49998. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49999. _this._pointerInput(p, s);
  50000. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50001. // Correct Roll by rate, if enabled.
  50002. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50003. if (_this.camera.rollCorrect) {
  50004. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50005. }
  50006. });
  50007. // Helper function to keep 'this'.
  50008. this._mousemoveCallback = function (e) {
  50009. _this._onMouseMove(e);
  50010. };
  50011. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50012. };
  50013. /**
  50014. * Detach the current controls from the specified dom element.
  50015. * @param element Defines the element to stop listening the inputs from
  50016. */
  50017. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50018. if (this._observer && element) {
  50019. this.camera.getScene().onPointerObservable.remove(this._observer);
  50020. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50021. if (this._mousemoveCallback) {
  50022. element.removeEventListener("mousemove", this._mousemoveCallback);
  50023. }
  50024. this._observer = null;
  50025. this._rollObserver = null;
  50026. this.previousPosition = null;
  50027. this.noPreventDefault = undefined;
  50028. }
  50029. };
  50030. /**
  50031. * Gets the class name of the current input.
  50032. * @returns the class name.
  50033. */
  50034. FlyCameraMouseInput.prototype.getClassName = function () {
  50035. return "FlyCameraMouseInput";
  50036. };
  50037. /**
  50038. * Get the friendly name associated with the input class.
  50039. * @returns the input's friendly name.
  50040. */
  50041. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50042. return "mouse";
  50043. };
  50044. // Track mouse movement, when the pointer is not locked.
  50045. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50046. var e = p.event;
  50047. var camera = this.camera;
  50048. var engine = camera.getEngine();
  50049. if (engine.isInVRExclusivePointerMode) {
  50050. return;
  50051. }
  50052. if (!this.touchEnabled && e.pointerType === "touch") {
  50053. return;
  50054. }
  50055. // Mouse is moved but an unknown mouse button is pressed.
  50056. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50057. return;
  50058. }
  50059. var srcElement = (e.srcElement || e.target);
  50060. // Mouse down.
  50061. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50062. try {
  50063. srcElement.setPointerCapture(e.pointerId);
  50064. }
  50065. catch (e) {
  50066. // Nothing to do with the error. Execution continues.
  50067. }
  50068. this.previousPosition = {
  50069. x: e.clientX,
  50070. y: e.clientY
  50071. };
  50072. this.activeButton = e.button;
  50073. if (!this.noPreventDefault) {
  50074. e.preventDefault();
  50075. this.element.focus();
  50076. }
  50077. }
  50078. else
  50079. // Mouse up.
  50080. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50081. try {
  50082. srcElement.releasePointerCapture(e.pointerId);
  50083. }
  50084. catch (e) {
  50085. // Nothing to do with the error. Execution continues.
  50086. }
  50087. this.activeButton = -1;
  50088. this.previousPosition = null;
  50089. if (!this.noPreventDefault) {
  50090. e.preventDefault();
  50091. }
  50092. }
  50093. else
  50094. // Mouse move.
  50095. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50096. if (!this.previousPosition || engine.isPointerLock) {
  50097. return;
  50098. }
  50099. var offsetX = e.clientX - this.previousPosition.x;
  50100. var offsetY = e.clientY - this.previousPosition.y;
  50101. this.rotateCamera(offsetX, offsetY);
  50102. this.previousPosition = {
  50103. x: e.clientX,
  50104. y: e.clientY
  50105. };
  50106. if (!this.noPreventDefault) {
  50107. e.preventDefault();
  50108. }
  50109. }
  50110. };
  50111. // Track mouse movement, when pointer is locked.
  50112. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50113. var camera = this.camera;
  50114. var engine = camera.getEngine();
  50115. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50116. return;
  50117. }
  50118. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50119. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50120. this.rotateCamera(offsetX, offsetY);
  50121. this.previousPosition = null;
  50122. if (!this.noPreventDefault) {
  50123. e.preventDefault();
  50124. }
  50125. };
  50126. /**
  50127. * Rotate camera by mouse offset.
  50128. */
  50129. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50130. var _this = this;
  50131. var camera = this.camera;
  50132. var scene = this.camera.getScene();
  50133. if (scene.useRightHandedSystem) {
  50134. offsetX *= -1;
  50135. }
  50136. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50137. offsetX *= -1;
  50138. }
  50139. var x = offsetX / this.angularSensibility;
  50140. var y = offsetY / this.angularSensibility;
  50141. // Initialize to current rotation.
  50142. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50143. var rotationChange;
  50144. // Pitch.
  50145. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50146. // Apply change in Radians to vector Angle.
  50147. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50148. // Apply Pitch to quaternion.
  50149. currentRotation.multiplyInPlace(rotationChange);
  50150. }
  50151. // Yaw.
  50152. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50153. // Apply change in Radians to vector Angle.
  50154. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50155. // Apply Yaw to quaternion.
  50156. currentRotation.multiplyInPlace(rotationChange);
  50157. // Add Roll, if banked turning is enabled, within Roll limit.
  50158. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50159. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50160. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50161. // Apply change in Radians to vector Angle.
  50162. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50163. // Apply Yaw to quaternion.
  50164. currentRotation.multiplyInPlace(rotationChange);
  50165. }
  50166. }
  50167. // Roll.
  50168. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50169. // Apply change in Radians to vector Angle.
  50170. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50171. // Track Rolling.
  50172. camera._trackRoll -= x;
  50173. // Apply Pitch to quaternion.
  50174. currentRotation.multiplyInPlace(rotationChange);
  50175. }
  50176. // Apply rotationQuaternion to Euler camera.rotation.
  50177. currentRotation.toEulerAnglesToRef(camera.rotation);
  50178. };
  50179. __decorate([
  50180. BABYLON.serialize()
  50181. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50182. __decorate([
  50183. BABYLON.serialize()
  50184. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50185. return FlyCameraMouseInput;
  50186. }());
  50187. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50188. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50189. })(BABYLON || (BABYLON = {}));
  50190. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50191. var BABYLON;
  50192. (function (BABYLON) {
  50193. /**
  50194. * Listen to keyboard events to control the camera.
  50195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50196. */
  50197. var FlyCameraKeyboardInput = /** @class */ (function () {
  50198. function FlyCameraKeyboardInput() {
  50199. /**
  50200. * The list of keyboard keys used to control the forward move of the camera.
  50201. */
  50202. this.keysForward = [87];
  50203. /**
  50204. * The list of keyboard keys used to control the backward move of the camera.
  50205. */
  50206. this.keysBackward = [83];
  50207. /**
  50208. * The list of keyboard keys used to control the forward move of the camera.
  50209. */
  50210. this.keysUp = [69];
  50211. /**
  50212. * The list of keyboard keys used to control the backward move of the camera.
  50213. */
  50214. this.keysDown = [81];
  50215. /**
  50216. * The list of keyboard keys used to control the right strafe move of the camera.
  50217. */
  50218. this.keysRight = [68];
  50219. /**
  50220. * The list of keyboard keys used to control the left strafe move of the camera.
  50221. */
  50222. this.keysLeft = [65];
  50223. this._keys = new Array();
  50224. }
  50225. /**
  50226. * Attach the input controls to a specific dom element to get the input from.
  50227. * @param element Defines the element the controls should be listened from
  50228. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50229. */
  50230. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50231. var _this = this;
  50232. if (this._onCanvasBlurObserver) {
  50233. return;
  50234. }
  50235. this._scene = this.camera.getScene();
  50236. this._engine = this._scene.getEngine();
  50237. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50238. _this._keys = [];
  50239. });
  50240. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50241. var evt = info.event;
  50242. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50243. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50244. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50245. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50246. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50247. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50248. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50249. var index = _this._keys.indexOf(evt.keyCode);
  50250. if (index === -1) {
  50251. _this._keys.push(evt.keyCode);
  50252. }
  50253. if (!noPreventDefault) {
  50254. evt.preventDefault();
  50255. }
  50256. }
  50257. }
  50258. else {
  50259. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50260. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50261. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50262. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50263. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50264. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50265. var index = _this._keys.indexOf(evt.keyCode);
  50266. if (index >= 0) {
  50267. _this._keys.splice(index, 1);
  50268. }
  50269. if (!noPreventDefault) {
  50270. evt.preventDefault();
  50271. }
  50272. }
  50273. }
  50274. });
  50275. };
  50276. /**
  50277. * Detach the current controls from the specified dom element.
  50278. * @param element Defines the element to stop listening the inputs from
  50279. */
  50280. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50281. if (this._scene) {
  50282. if (this._onKeyboardObserver) {
  50283. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50284. }
  50285. if (this._onCanvasBlurObserver) {
  50286. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50287. }
  50288. this._onKeyboardObserver = null;
  50289. this._onCanvasBlurObserver = null;
  50290. }
  50291. this._keys = [];
  50292. };
  50293. /**
  50294. * Gets the class name of the current intput.
  50295. * @returns the class name
  50296. */
  50297. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50298. return "FlyCameraKeyboardInput";
  50299. };
  50300. /** @hidden */
  50301. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50302. this._keys = [];
  50303. };
  50304. /**
  50305. * Get the friendly name associated with the input class.
  50306. * @returns the input friendly name
  50307. */
  50308. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50309. return "keyboard";
  50310. };
  50311. /**
  50312. * Update the current camera state depending on the inputs that have been used this frame.
  50313. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50314. */
  50315. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50316. if (this._onKeyboardObserver) {
  50317. var camera = this.camera;
  50318. // Keyboard
  50319. for (var index = 0; index < this._keys.length; index++) {
  50320. var keyCode = this._keys[index];
  50321. var speed = camera._computeLocalCameraSpeed();
  50322. if (this.keysForward.indexOf(keyCode) !== -1) {
  50323. camera._localDirection.copyFromFloats(0, 0, speed);
  50324. }
  50325. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50326. camera._localDirection.copyFromFloats(0, 0, -speed);
  50327. }
  50328. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50329. camera._localDirection.copyFromFloats(0, speed, 0);
  50330. }
  50331. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50332. camera._localDirection.copyFromFloats(0, -speed, 0);
  50333. }
  50334. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50335. camera._localDirection.copyFromFloats(speed, 0, 0);
  50336. }
  50337. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50338. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50339. }
  50340. if (camera.getScene().useRightHandedSystem) {
  50341. camera._localDirection.z *= -1;
  50342. }
  50343. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50344. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50345. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50346. }
  50347. }
  50348. };
  50349. __decorate([
  50350. BABYLON.serialize()
  50351. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50352. __decorate([
  50353. BABYLON.serialize()
  50354. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50355. __decorate([
  50356. BABYLON.serialize()
  50357. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50358. __decorate([
  50359. BABYLON.serialize()
  50360. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50361. __decorate([
  50362. BABYLON.serialize()
  50363. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50364. __decorate([
  50365. BABYLON.serialize()
  50366. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50367. return FlyCameraKeyboardInput;
  50368. }());
  50369. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50370. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50371. })(BABYLON || (BABYLON = {}));
  50372. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50373. var BABYLON;
  50374. (function (BABYLON) {
  50375. /**
  50376. * Default Inputs manager for the FlyCamera.
  50377. * It groups all the default supported inputs for ease of use.
  50378. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50379. */
  50380. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50381. __extends(FlyCameraInputsManager, _super);
  50382. /**
  50383. * Instantiates a new FlyCameraInputsManager.
  50384. * @param camera Defines the camera the inputs belong to.
  50385. */
  50386. function FlyCameraInputsManager(camera) {
  50387. return _super.call(this, camera) || this;
  50388. }
  50389. /**
  50390. * Add keyboard input support to the input manager.
  50391. * @returns the new FlyCameraKeyboardMoveInput().
  50392. */
  50393. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50394. this.add(new BABYLON.FlyCameraKeyboardInput());
  50395. return this;
  50396. };
  50397. /**
  50398. * Add mouse input support to the input manager.
  50399. * @param touchEnabled Enable touch screen support.
  50400. * @returns the new FlyCameraMouseInput().
  50401. */
  50402. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50403. if (touchEnabled === void 0) { touchEnabled = true; }
  50404. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50405. return this;
  50406. };
  50407. return FlyCameraInputsManager;
  50408. }(BABYLON.CameraInputsManager));
  50409. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50410. })(BABYLON || (BABYLON = {}));
  50411. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50412. var BABYLON;
  50413. (function (BABYLON) {
  50414. /**
  50415. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50416. * such as in a 3D Space Shooter or a Flight Simulator.
  50417. */
  50418. var FlyCamera = /** @class */ (function (_super) {
  50419. __extends(FlyCamera, _super);
  50420. /**
  50421. * Instantiates a FlyCamera.
  50422. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50423. * such as in a 3D Space Shooter or a Flight Simulator.
  50424. * @param name Define the name of the camera in the scene.
  50425. * @param position Define the starting position of the camera in the scene.
  50426. * @param scene Define the scene the camera belongs to.
  50427. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50428. */
  50429. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50430. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50431. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50432. /**
  50433. * Define the collision ellipsoid of the camera.
  50434. * This is helpful for simulating a camera body, like a player's body.
  50435. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50436. */
  50437. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50438. /**
  50439. * Define an offset for the position of the ellipsoid around the camera.
  50440. * This can be helpful if the camera is attached away from the player's body center,
  50441. * such as at its head.
  50442. */
  50443. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50444. /**
  50445. * Enable or disable collisions of the camera with the rest of the scene objects.
  50446. */
  50447. _this.checkCollisions = false;
  50448. /**
  50449. * Enable or disable gravity on the camera.
  50450. */
  50451. _this.applyGravity = false;
  50452. /**
  50453. * Define the current direction the camera is moving to.
  50454. */
  50455. _this.cameraDirection = BABYLON.Vector3.Zero();
  50456. /**
  50457. * Track Roll to maintain the wanted Rolling when looking around.
  50458. */
  50459. _this._trackRoll = 0;
  50460. /**
  50461. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50462. */
  50463. _this.rollCorrect = 100;
  50464. /**
  50465. * Mimic a banked turn, Rolling the camera when Yawing.
  50466. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50467. */
  50468. _this.bankedTurn = false;
  50469. /**
  50470. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50471. */
  50472. _this.bankedTurnLimit = Math.PI / 2;
  50473. /**
  50474. * Value of 0 disables the banked Roll.
  50475. * Value of 1 is equal to the Yaw angle in radians.
  50476. */
  50477. _this.bankedTurnMultiplier = 1;
  50478. _this._needMoveForGravity = false;
  50479. _this._oldPosition = BABYLON.Vector3.Zero();
  50480. _this._diffPosition = BABYLON.Vector3.Zero();
  50481. _this._newPosition = BABYLON.Vector3.Zero();
  50482. // Collisions.
  50483. _this._collisionMask = -1;
  50484. /** @hidden */
  50485. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50486. if (collidedMesh === void 0) { collidedMesh = null; }
  50487. // TODO Move this to the collision coordinator!
  50488. if (_this.getScene().workerCollisions) {
  50489. newPosition.multiplyInPlace(_this._collider._radius);
  50490. }
  50491. var updatePosition = function (newPos) {
  50492. _this._newPosition.copyFrom(newPos);
  50493. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50494. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50495. _this.position.addInPlace(_this._diffPosition);
  50496. if (_this.onCollide && collidedMesh) {
  50497. _this.onCollide(collidedMesh);
  50498. }
  50499. }
  50500. };
  50501. updatePosition(newPosition);
  50502. };
  50503. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50504. _this.inputs.addKeyboard().addMouse();
  50505. return _this;
  50506. }
  50507. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50508. /**
  50509. * Gets the input sensibility for mouse input.
  50510. * Higher values reduce sensitivity.
  50511. */
  50512. get: function () {
  50513. var mouse = this.inputs.attached["mouse"];
  50514. if (mouse) {
  50515. return mouse.angularSensibility;
  50516. }
  50517. return 0;
  50518. },
  50519. /**
  50520. * Sets the input sensibility for a mouse input.
  50521. * Higher values reduce sensitivity.
  50522. */
  50523. set: function (value) {
  50524. var mouse = this.inputs.attached["mouse"];
  50525. if (mouse) {
  50526. mouse.angularSensibility = value;
  50527. }
  50528. },
  50529. enumerable: true,
  50530. configurable: true
  50531. });
  50532. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50533. /**
  50534. * Get the keys for camera movement forward.
  50535. */
  50536. get: function () {
  50537. var keyboard = this.inputs.attached["keyboard"];
  50538. if (keyboard) {
  50539. return keyboard.keysForward;
  50540. }
  50541. return [];
  50542. },
  50543. /**
  50544. * Set the keys for camera movement forward.
  50545. */
  50546. set: function (value) {
  50547. var keyboard = this.inputs.attached["keyboard"];
  50548. if (keyboard) {
  50549. keyboard.keysForward = value;
  50550. }
  50551. },
  50552. enumerable: true,
  50553. configurable: true
  50554. });
  50555. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50556. /**
  50557. * Get the keys for camera movement backward.
  50558. */
  50559. get: function () {
  50560. var keyboard = this.inputs.attached["keyboard"];
  50561. if (keyboard) {
  50562. return keyboard.keysBackward;
  50563. }
  50564. return [];
  50565. },
  50566. set: function (value) {
  50567. var keyboard = this.inputs.attached["keyboard"];
  50568. if (keyboard) {
  50569. keyboard.keysBackward = value;
  50570. }
  50571. },
  50572. enumerable: true,
  50573. configurable: true
  50574. });
  50575. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50576. /**
  50577. * Get the keys for camera movement up.
  50578. */
  50579. get: function () {
  50580. var keyboard = this.inputs.attached["keyboard"];
  50581. if (keyboard) {
  50582. return keyboard.keysUp;
  50583. }
  50584. return [];
  50585. },
  50586. /**
  50587. * Set the keys for camera movement up.
  50588. */
  50589. set: function (value) {
  50590. var keyboard = this.inputs.attached["keyboard"];
  50591. if (keyboard) {
  50592. keyboard.keysUp = value;
  50593. }
  50594. },
  50595. enumerable: true,
  50596. configurable: true
  50597. });
  50598. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50599. /**
  50600. * Get the keys for camera movement down.
  50601. */
  50602. get: function () {
  50603. var keyboard = this.inputs.attached["keyboard"];
  50604. if (keyboard) {
  50605. return keyboard.keysDown;
  50606. }
  50607. return [];
  50608. },
  50609. /**
  50610. * Set the keys for camera movement down.
  50611. */
  50612. set: function (value) {
  50613. var keyboard = this.inputs.attached["keyboard"];
  50614. if (keyboard) {
  50615. keyboard.keysDown = value;
  50616. }
  50617. },
  50618. enumerable: true,
  50619. configurable: true
  50620. });
  50621. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50622. /**
  50623. * Get the keys for camera movement left.
  50624. */
  50625. get: function () {
  50626. var keyboard = this.inputs.attached["keyboard"];
  50627. if (keyboard) {
  50628. return keyboard.keysLeft;
  50629. }
  50630. return [];
  50631. },
  50632. /**
  50633. * Set the keys for camera movement left.
  50634. */
  50635. set: function (value) {
  50636. var keyboard = this.inputs.attached["keyboard"];
  50637. if (keyboard) {
  50638. keyboard.keysLeft = value;
  50639. }
  50640. },
  50641. enumerable: true,
  50642. configurable: true
  50643. });
  50644. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50645. /**
  50646. * Set the keys for camera movement right.
  50647. */
  50648. get: function () {
  50649. var keyboard = this.inputs.attached["keyboard"];
  50650. if (keyboard) {
  50651. return keyboard.keysRight;
  50652. }
  50653. return [];
  50654. },
  50655. /**
  50656. * Set the keys for camera movement right.
  50657. */
  50658. set: function (value) {
  50659. var keyboard = this.inputs.attached["keyboard"];
  50660. if (keyboard) {
  50661. keyboard.keysRight = value;
  50662. }
  50663. },
  50664. enumerable: true,
  50665. configurable: true
  50666. });
  50667. /**
  50668. * Attach a control to the HTML DOM element.
  50669. * @param element Defines the element that listens to the input events.
  50670. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50671. */
  50672. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50673. this.inputs.attachElement(element, noPreventDefault);
  50674. };
  50675. /**
  50676. * Detach a control from the HTML DOM element.
  50677. * The camera will stop reacting to that input.
  50678. * @param element Defines the element that listens to the input events.
  50679. */
  50680. FlyCamera.prototype.detachControl = function (element) {
  50681. this.inputs.detachElement(element);
  50682. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50683. };
  50684. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50685. /**
  50686. * Get the mask that the camera ignores in collision events.
  50687. */
  50688. get: function () {
  50689. return this._collisionMask;
  50690. },
  50691. /**
  50692. * Set the mask that the camera ignores in collision events.
  50693. */
  50694. set: function (mask) {
  50695. this._collisionMask = !isNaN(mask) ? mask : -1;
  50696. },
  50697. enumerable: true,
  50698. configurable: true
  50699. });
  50700. /** @hidden */
  50701. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50702. var globalPosition;
  50703. if (this.parent) {
  50704. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50705. }
  50706. else {
  50707. globalPosition = this.position;
  50708. }
  50709. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50710. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50711. if (!this._collider) {
  50712. this._collider = new BABYLON.Collider();
  50713. }
  50714. this._collider._radius = this.ellipsoid;
  50715. this._collider.collisionMask = this._collisionMask;
  50716. // No need for clone, as long as gravity is not on.
  50717. var actualDisplacement = displacement;
  50718. // Add gravity to direction to prevent dual-collision checking.
  50719. if (this.applyGravity) {
  50720. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50721. actualDisplacement = displacement.add(this.getScene().gravity);
  50722. }
  50723. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50724. };
  50725. /** @hidden */
  50726. FlyCamera.prototype._checkInputs = function () {
  50727. if (!this._localDirection) {
  50728. this._localDirection = BABYLON.Vector3.Zero();
  50729. this._transformedDirection = BABYLON.Vector3.Zero();
  50730. }
  50731. this.inputs.checkInputs();
  50732. _super.prototype._checkInputs.call(this);
  50733. };
  50734. /** @hidden */
  50735. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50736. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50737. };
  50738. /** @hidden */
  50739. FlyCamera.prototype._updatePosition = function () {
  50740. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50741. this._collideWithWorld(this.cameraDirection);
  50742. }
  50743. else {
  50744. _super.prototype._updatePosition.call(this);
  50745. }
  50746. };
  50747. /**
  50748. * Restore the Roll to its target value at the rate specified.
  50749. * @param rate - Higher means slower restoring.
  50750. * @hidden
  50751. */
  50752. FlyCamera.prototype.restoreRoll = function (rate) {
  50753. var limit = this._trackRoll; // Target Roll.
  50754. var z = this.rotation.z; // Current Roll.
  50755. var delta = limit - z; // Difference in Roll.
  50756. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50757. // If the difference is noticable, restore the Roll.
  50758. if (Math.abs(delta) >= minRad) {
  50759. // Change Z rotation towards the target Roll.
  50760. this.rotation.z += delta / rate;
  50761. // Match when near enough.
  50762. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50763. this.rotation.z = limit;
  50764. }
  50765. }
  50766. };
  50767. /**
  50768. * Destroy the camera and release the current resources held by it.
  50769. */
  50770. FlyCamera.prototype.dispose = function () {
  50771. this.inputs.clear();
  50772. _super.prototype.dispose.call(this);
  50773. };
  50774. /**
  50775. * Get the current object class name.
  50776. * @returns the class name.
  50777. */
  50778. FlyCamera.prototype.getClassName = function () {
  50779. return "FlyCamera";
  50780. };
  50781. __decorate([
  50782. BABYLON.serializeAsVector3()
  50783. ], FlyCamera.prototype, "ellipsoid", void 0);
  50784. __decorate([
  50785. BABYLON.serializeAsVector3()
  50786. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50787. __decorate([
  50788. BABYLON.serialize()
  50789. ], FlyCamera.prototype, "checkCollisions", void 0);
  50790. __decorate([
  50791. BABYLON.serialize()
  50792. ], FlyCamera.prototype, "applyGravity", void 0);
  50793. return FlyCamera;
  50794. }(BABYLON.TargetCamera));
  50795. BABYLON.FlyCamera = FlyCamera;
  50796. })(BABYLON || (BABYLON = {}));
  50797. //# sourceMappingURL=babylon.flyCamera.js.map
  50798. var BABYLON;
  50799. (function (BABYLON) {
  50800. /**
  50801. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50802. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50803. */
  50804. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50805. function ArcRotateCameraKeyboardMoveInput() {
  50806. /**
  50807. * Defines the list of key codes associated with the up action (increase alpha)
  50808. */
  50809. this.keysUp = [38];
  50810. /**
  50811. * Defines the list of key codes associated with the down action (decrease alpha)
  50812. */
  50813. this.keysDown = [40];
  50814. /**
  50815. * Defines the list of key codes associated with the left action (increase beta)
  50816. */
  50817. this.keysLeft = [37];
  50818. /**
  50819. * Defines the list of key codes associated with the right action (decrease beta)
  50820. */
  50821. this.keysRight = [39];
  50822. /**
  50823. * Defines the list of key codes associated with the reset action.
  50824. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50825. */
  50826. this.keysReset = [220];
  50827. /**
  50828. * Defines the panning sensibility of the inputs.
  50829. * (How fast is the camera paning)
  50830. */
  50831. this.panningSensibility = 50.0;
  50832. /**
  50833. * Defines the zooming sensibility of the inputs.
  50834. * (How fast is the camera zooming)
  50835. */
  50836. this.zoomingSensibility = 25.0;
  50837. /**
  50838. * Defines wether maintaining the alt key down switch the movement mode from
  50839. * orientation to zoom.
  50840. */
  50841. this.useAltToZoom = true;
  50842. /**
  50843. * Rotation speed of the camera
  50844. */
  50845. this.angularSpeed = 0.01;
  50846. this._keys = new Array();
  50847. }
  50848. /**
  50849. * Attach the input controls to a specific dom element to get the input from.
  50850. * @param element Defines the element the controls should be listened from
  50851. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50852. */
  50853. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50854. var _this = this;
  50855. if (this._onCanvasBlurObserver) {
  50856. return;
  50857. }
  50858. this._scene = this.camera.getScene();
  50859. this._engine = this._scene.getEngine();
  50860. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50861. _this._keys = [];
  50862. });
  50863. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50864. var evt = info.event;
  50865. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50866. _this._ctrlPressed = evt.ctrlKey;
  50867. _this._altPressed = evt.altKey;
  50868. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50869. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50870. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50871. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50872. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50873. var index = _this._keys.indexOf(evt.keyCode);
  50874. if (index === -1) {
  50875. _this._keys.push(evt.keyCode);
  50876. }
  50877. if (evt.preventDefault) {
  50878. if (!noPreventDefault) {
  50879. evt.preventDefault();
  50880. }
  50881. }
  50882. }
  50883. }
  50884. else {
  50885. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50886. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50887. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50888. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50889. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50890. var index = _this._keys.indexOf(evt.keyCode);
  50891. if (index >= 0) {
  50892. _this._keys.splice(index, 1);
  50893. }
  50894. if (evt.preventDefault) {
  50895. if (!noPreventDefault) {
  50896. evt.preventDefault();
  50897. }
  50898. }
  50899. }
  50900. }
  50901. });
  50902. };
  50903. /**
  50904. * Detach the current controls from the specified dom element.
  50905. * @param element Defines the element to stop listening the inputs from
  50906. */
  50907. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50908. if (this._scene) {
  50909. if (this._onKeyboardObserver) {
  50910. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50911. }
  50912. if (this._onCanvasBlurObserver) {
  50913. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50914. }
  50915. this._onKeyboardObserver = null;
  50916. this._onCanvasBlurObserver = null;
  50917. }
  50918. this._keys = [];
  50919. };
  50920. /**
  50921. * Update the current camera state depending on the inputs that have been used this frame.
  50922. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50923. */
  50924. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50925. if (this._onKeyboardObserver) {
  50926. var camera = this.camera;
  50927. for (var index = 0; index < this._keys.length; index++) {
  50928. var keyCode = this._keys[index];
  50929. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50930. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50931. camera.inertialPanningX -= 1 / this.panningSensibility;
  50932. }
  50933. else {
  50934. camera.inertialAlphaOffset -= this.angularSpeed;
  50935. }
  50936. }
  50937. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50938. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50939. camera.inertialPanningY += 1 / this.panningSensibility;
  50940. }
  50941. else if (this._altPressed && this.useAltToZoom) {
  50942. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50943. }
  50944. else {
  50945. camera.inertialBetaOffset -= this.angularSpeed;
  50946. }
  50947. }
  50948. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50949. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50950. camera.inertialPanningX += 1 / this.panningSensibility;
  50951. }
  50952. else {
  50953. camera.inertialAlphaOffset += this.angularSpeed;
  50954. }
  50955. }
  50956. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50957. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50958. camera.inertialPanningY -= 1 / this.panningSensibility;
  50959. }
  50960. else if (this._altPressed && this.useAltToZoom) {
  50961. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50962. }
  50963. else {
  50964. camera.inertialBetaOffset += this.angularSpeed;
  50965. }
  50966. }
  50967. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50968. if (camera.useInputToRestoreState) {
  50969. camera.restoreState();
  50970. }
  50971. }
  50972. }
  50973. }
  50974. };
  50975. /**
  50976. * Gets the class name of the current intput.
  50977. * @returns the class name
  50978. */
  50979. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50980. return "ArcRotateCameraKeyboardMoveInput";
  50981. };
  50982. /**
  50983. * Get the friendly name associated with the input class.
  50984. * @returns the input friendly name
  50985. */
  50986. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50987. return "keyboard";
  50988. };
  50989. __decorate([
  50990. BABYLON.serialize()
  50991. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50992. __decorate([
  50993. BABYLON.serialize()
  50994. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50995. __decorate([
  50996. BABYLON.serialize()
  50997. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50998. __decorate([
  50999. BABYLON.serialize()
  51000. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51001. __decorate([
  51002. BABYLON.serialize()
  51003. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51004. __decorate([
  51005. BABYLON.serialize()
  51006. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51007. __decorate([
  51008. BABYLON.serialize()
  51009. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51010. __decorate([
  51011. BABYLON.serialize()
  51012. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51013. __decorate([
  51014. BABYLON.serialize()
  51015. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51016. return ArcRotateCameraKeyboardMoveInput;
  51017. }());
  51018. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51019. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51020. })(BABYLON || (BABYLON = {}));
  51021. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51022. var BABYLON;
  51023. (function (BABYLON) {
  51024. /**
  51025. * Manage the mouse wheel inputs to control an arc rotate camera.
  51026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51027. */
  51028. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51029. function ArcRotateCameraMouseWheelInput() {
  51030. /**
  51031. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51032. */
  51033. this.wheelPrecision = 3.0;
  51034. /**
  51035. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51036. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51037. */
  51038. this.wheelDeltaPercentage = 0;
  51039. }
  51040. /**
  51041. * Attach the input controls to a specific dom element to get the input from.
  51042. * @param element Defines the element the controls should be listened from
  51043. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51044. */
  51045. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51046. var _this = this;
  51047. this._wheel = function (p, s) {
  51048. //sanity check - this should be a PointerWheel event.
  51049. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51050. return;
  51051. }
  51052. var event = p.event;
  51053. var delta = 0;
  51054. if (event.wheelDelta) {
  51055. if (_this.wheelDeltaPercentage) {
  51056. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51057. if (event.wheelDelta > 0) {
  51058. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51059. }
  51060. else {
  51061. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51062. }
  51063. }
  51064. else {
  51065. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51066. }
  51067. }
  51068. else {
  51069. var deltaValue = event.deltaY || event.detail;
  51070. delta = -deltaValue / _this.wheelPrecision;
  51071. }
  51072. if (delta) {
  51073. _this.camera.inertialRadiusOffset += delta;
  51074. }
  51075. if (event.preventDefault) {
  51076. if (!noPreventDefault) {
  51077. event.preventDefault();
  51078. }
  51079. }
  51080. };
  51081. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51082. };
  51083. /**
  51084. * Detach the current controls from the specified dom element.
  51085. * @param element Defines the element to stop listening the inputs from
  51086. */
  51087. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51088. if (this._observer && element) {
  51089. this.camera.getScene().onPointerObservable.remove(this._observer);
  51090. this._observer = null;
  51091. this._wheel = null;
  51092. }
  51093. };
  51094. /**
  51095. * Gets the class name of the current intput.
  51096. * @returns the class name
  51097. */
  51098. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51099. return "ArcRotateCameraMouseWheelInput";
  51100. };
  51101. /**
  51102. * Get the friendly name associated with the input class.
  51103. * @returns the input friendly name
  51104. */
  51105. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51106. return "mousewheel";
  51107. };
  51108. __decorate([
  51109. BABYLON.serialize()
  51110. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51111. __decorate([
  51112. BABYLON.serialize()
  51113. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51114. return ArcRotateCameraMouseWheelInput;
  51115. }());
  51116. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51117. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51118. })(BABYLON || (BABYLON = {}));
  51119. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51120. var BABYLON;
  51121. (function (BABYLON) {
  51122. /**
  51123. * Manage the pointers inputs to control an arc rotate camera.
  51124. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51125. */
  51126. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51127. function ArcRotateCameraPointersInput() {
  51128. /**
  51129. * Defines the buttons associated with the input to handle camera move.
  51130. */
  51131. this.buttons = [0, 1, 2];
  51132. /**
  51133. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51134. */
  51135. this.angularSensibilityX = 1000.0;
  51136. /**
  51137. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51138. */
  51139. this.angularSensibilityY = 1000.0;
  51140. /**
  51141. * Defines the pointer pinch precision or how fast is the camera zooming.
  51142. */
  51143. this.pinchPrecision = 12.0;
  51144. /**
  51145. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51146. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51147. */
  51148. this.pinchDeltaPercentage = 0;
  51149. /**
  51150. * Defines the pointer panning sensibility or how fast is the camera moving.
  51151. */
  51152. this.panningSensibility = 1000.0;
  51153. /**
  51154. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51155. */
  51156. this.multiTouchPanning = true;
  51157. /**
  51158. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51159. */
  51160. this.multiTouchPanAndZoom = true;
  51161. /**
  51162. * Revers pinch action direction.
  51163. */
  51164. this.pinchInwards = true;
  51165. this._isPanClick = false;
  51166. }
  51167. /**
  51168. * Attach the input controls to a specific dom element to get the input from.
  51169. * @param element Defines the element the controls should be listened from
  51170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51171. */
  51172. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51173. var _this = this;
  51174. var engine = this.camera.getEngine();
  51175. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51176. var pointA = null;
  51177. var pointB = null;
  51178. var previousPinchSquaredDistance = 0;
  51179. var initialDistance = 0;
  51180. var twoFingerActivityCount = 0;
  51181. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51182. this._pointerInput = function (p, s) {
  51183. var evt = p.event;
  51184. var isTouch = p.event.pointerType === "touch";
  51185. if (engine.isInVRExclusivePointerMode) {
  51186. return;
  51187. }
  51188. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51189. return;
  51190. }
  51191. var srcElement = (evt.srcElement || evt.target);
  51192. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51193. try {
  51194. srcElement.setPointerCapture(evt.pointerId);
  51195. }
  51196. catch (e) {
  51197. //Nothing to do with the error. Execution will continue.
  51198. }
  51199. // Manage panning with pan button click
  51200. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51201. // manage pointers
  51202. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51203. if (pointA === null) {
  51204. pointA = cacheSoloPointer;
  51205. }
  51206. else if (pointB === null) {
  51207. pointB = cacheSoloPointer;
  51208. }
  51209. if (!noPreventDefault) {
  51210. evt.preventDefault();
  51211. element.focus();
  51212. }
  51213. }
  51214. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51215. if (_this.camera.useInputToRestoreState) {
  51216. _this.camera.restoreState();
  51217. }
  51218. }
  51219. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51220. try {
  51221. srcElement.releasePointerCapture(evt.pointerId);
  51222. }
  51223. catch (e) {
  51224. //Nothing to do with the error.
  51225. }
  51226. cacheSoloPointer = null;
  51227. previousPinchSquaredDistance = 0;
  51228. previousMultiTouchPanPosition.isPaning = false;
  51229. previousMultiTouchPanPosition.isPinching = false;
  51230. twoFingerActivityCount = 0;
  51231. initialDistance = 0;
  51232. if (!isTouch) {
  51233. pointB = null; // Mouse and pen are mono pointer
  51234. }
  51235. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51236. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51237. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51238. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51239. if (engine._badOS) {
  51240. pointA = pointB = null;
  51241. }
  51242. else {
  51243. //only remove the impacted pointer in case of multitouch allowing on most
  51244. //platforms switching from rotate to zoom and pan seamlessly.
  51245. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51246. pointA = pointB;
  51247. pointB = null;
  51248. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51249. }
  51250. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51251. pointB = null;
  51252. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51253. }
  51254. else {
  51255. pointA = pointB = null;
  51256. }
  51257. }
  51258. if (!noPreventDefault) {
  51259. evt.preventDefault();
  51260. }
  51261. }
  51262. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51263. if (!noPreventDefault) {
  51264. evt.preventDefault();
  51265. }
  51266. // One button down
  51267. if (pointA && pointB === null && cacheSoloPointer) {
  51268. if (_this.panningSensibility !== 0 &&
  51269. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51270. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51271. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51272. }
  51273. else {
  51274. var offsetX = evt.clientX - cacheSoloPointer.x;
  51275. var offsetY = evt.clientY - cacheSoloPointer.y;
  51276. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51277. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51278. }
  51279. cacheSoloPointer.x = evt.clientX;
  51280. cacheSoloPointer.y = evt.clientY;
  51281. }
  51282. // Two buttons down: pinch/pan
  51283. else if (pointA && pointB) {
  51284. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51285. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51286. ed.x = evt.clientX;
  51287. ed.y = evt.clientY;
  51288. var direction = _this.pinchInwards ? 1 : -1;
  51289. var distX = pointA.x - pointB.x;
  51290. var distY = pointA.y - pointB.y;
  51291. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51292. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51293. if (previousPinchSquaredDistance === 0) {
  51294. initialDistance = pinchDistance;
  51295. previousPinchSquaredDistance = pinchSquaredDistance;
  51296. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51297. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51298. return;
  51299. }
  51300. if (_this.multiTouchPanAndZoom) {
  51301. if (_this.pinchDeltaPercentage) {
  51302. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51303. }
  51304. else {
  51305. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51306. (_this.pinchPrecision *
  51307. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51308. direction);
  51309. }
  51310. if (_this.panningSensibility !== 0) {
  51311. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51312. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51313. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51314. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51315. previousMultiTouchPanPosition.x = pointersCenterX;
  51316. previousMultiTouchPanPosition.y = pointersCenterY;
  51317. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51318. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51319. }
  51320. }
  51321. else {
  51322. twoFingerActivityCount++;
  51323. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51324. if (_this.pinchDeltaPercentage) {
  51325. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51326. }
  51327. else {
  51328. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51329. (_this.pinchPrecision *
  51330. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51331. direction);
  51332. }
  51333. previousMultiTouchPanPosition.isPaning = false;
  51334. previousMultiTouchPanPosition.isPinching = true;
  51335. }
  51336. else {
  51337. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51338. if (!previousMultiTouchPanPosition.isPaning) {
  51339. previousMultiTouchPanPosition.isPaning = true;
  51340. previousMultiTouchPanPosition.isPinching = false;
  51341. previousMultiTouchPanPosition.x = ed.x;
  51342. previousMultiTouchPanPosition.y = ed.y;
  51343. return;
  51344. }
  51345. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51346. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51347. }
  51348. }
  51349. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51350. previousMultiTouchPanPosition.x = ed.x;
  51351. previousMultiTouchPanPosition.y = ed.y;
  51352. }
  51353. }
  51354. previousPinchSquaredDistance = pinchSquaredDistance;
  51355. }
  51356. }
  51357. };
  51358. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51359. this._onContextMenu = function (evt) {
  51360. evt.preventDefault();
  51361. };
  51362. if (!this.camera._useCtrlForPanning) {
  51363. element.addEventListener("contextmenu", this._onContextMenu, false);
  51364. }
  51365. this._onLostFocus = function () {
  51366. //this._keys = [];
  51367. pointA = pointB = null;
  51368. previousPinchSquaredDistance = 0;
  51369. previousMultiTouchPanPosition.isPaning = false;
  51370. previousMultiTouchPanPosition.isPinching = false;
  51371. twoFingerActivityCount = 0;
  51372. cacheSoloPointer = null;
  51373. initialDistance = 0;
  51374. };
  51375. this._onMouseMove = function (evt) {
  51376. if (!engine.isPointerLock) {
  51377. return;
  51378. }
  51379. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51380. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51381. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51382. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51383. if (!noPreventDefault) {
  51384. evt.preventDefault();
  51385. }
  51386. };
  51387. this._onGestureStart = function (e) {
  51388. if (window.MSGesture === undefined) {
  51389. return;
  51390. }
  51391. if (!_this._MSGestureHandler) {
  51392. _this._MSGestureHandler = new MSGesture();
  51393. _this._MSGestureHandler.target = element;
  51394. }
  51395. _this._MSGestureHandler.addPointer(e.pointerId);
  51396. };
  51397. this._onGesture = function (e) {
  51398. _this.camera.radius *= e.scale;
  51399. if (e.preventDefault) {
  51400. if (!noPreventDefault) {
  51401. e.stopPropagation();
  51402. e.preventDefault();
  51403. }
  51404. }
  51405. };
  51406. element.addEventListener("mousemove", this._onMouseMove, false);
  51407. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51408. element.addEventListener("MSGestureChange", this._onGesture, false);
  51409. BABYLON.Tools.RegisterTopRootEvents([
  51410. { name: "blur", handler: this._onLostFocus }
  51411. ]);
  51412. };
  51413. /**
  51414. * Detach the current controls from the specified dom element.
  51415. * @param element Defines the element to stop listening the inputs from
  51416. */
  51417. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51418. if (this._onLostFocus) {
  51419. BABYLON.Tools.UnregisterTopRootEvents([
  51420. { name: "blur", handler: this._onLostFocus }
  51421. ]);
  51422. }
  51423. if (element && this._observer) {
  51424. this.camera.getScene().onPointerObservable.remove(this._observer);
  51425. this._observer = null;
  51426. if (this._onContextMenu) {
  51427. element.removeEventListener("contextmenu", this._onContextMenu);
  51428. }
  51429. if (this._onMouseMove) {
  51430. element.removeEventListener("mousemove", this._onMouseMove);
  51431. }
  51432. if (this._onGestureStart) {
  51433. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51434. }
  51435. if (this._onGesture) {
  51436. element.removeEventListener("MSGestureChange", this._onGesture);
  51437. }
  51438. this._isPanClick = false;
  51439. this.pinchInwards = true;
  51440. this._onMouseMove = null;
  51441. this._onGestureStart = null;
  51442. this._onGesture = null;
  51443. this._MSGestureHandler = null;
  51444. this._onLostFocus = null;
  51445. this._onContextMenu = null;
  51446. }
  51447. };
  51448. /**
  51449. * Gets the class name of the current intput.
  51450. * @returns the class name
  51451. */
  51452. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51453. return "ArcRotateCameraPointersInput";
  51454. };
  51455. /**
  51456. * Get the friendly name associated with the input class.
  51457. * @returns the input friendly name
  51458. */
  51459. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51460. return "pointers";
  51461. };
  51462. __decorate([
  51463. BABYLON.serialize()
  51464. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51465. __decorate([
  51466. BABYLON.serialize()
  51467. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51468. __decorate([
  51469. BABYLON.serialize()
  51470. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51471. __decorate([
  51472. BABYLON.serialize()
  51473. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51474. __decorate([
  51475. BABYLON.serialize()
  51476. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51477. __decorate([
  51478. BABYLON.serialize()
  51479. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51480. __decorate([
  51481. BABYLON.serialize()
  51482. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51483. __decorate([
  51484. BABYLON.serialize()
  51485. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51486. return ArcRotateCameraPointersInput;
  51487. }());
  51488. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51489. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51490. })(BABYLON || (BABYLON = {}));
  51491. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51492. var BABYLON;
  51493. (function (BABYLON) {
  51494. /**
  51495. * Default Inputs manager for the ArcRotateCamera.
  51496. * It groups all the default supported inputs for ease of use.
  51497. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51498. */
  51499. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51500. __extends(ArcRotateCameraInputsManager, _super);
  51501. /**
  51502. * Instantiates a new ArcRotateCameraInputsManager.
  51503. * @param camera Defines the camera the inputs belong to
  51504. */
  51505. function ArcRotateCameraInputsManager(camera) {
  51506. return _super.call(this, camera) || this;
  51507. }
  51508. /**
  51509. * Add mouse wheel input support to the input manager.
  51510. * @returns the current input manager
  51511. */
  51512. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51513. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51514. return this;
  51515. };
  51516. /**
  51517. * Add pointers input support to the input manager.
  51518. * @returns the current input manager
  51519. */
  51520. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51521. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51522. return this;
  51523. };
  51524. /**
  51525. * Add keyboard input support to the input manager.
  51526. * @returns the current input manager
  51527. */
  51528. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51529. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51530. return this;
  51531. };
  51532. /**
  51533. * Add orientation input support to the input manager.
  51534. * @returns the current input manager
  51535. */
  51536. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51537. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51538. return this;
  51539. };
  51540. return ArcRotateCameraInputsManager;
  51541. }(BABYLON.CameraInputsManager));
  51542. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51543. })(BABYLON || (BABYLON = {}));
  51544. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51545. var BABYLON;
  51546. (function (BABYLON) {
  51547. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51548. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51549. });
  51550. /**
  51551. * This represents an orbital type of camera.
  51552. *
  51553. * 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.
  51554. * 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.
  51555. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51556. */
  51557. var ArcRotateCamera = /** @class */ (function (_super) {
  51558. __extends(ArcRotateCamera, _super);
  51559. /**
  51560. * Instantiates a new ArcRotateCamera in a given scene
  51561. * @param name Defines the name of the camera
  51562. * @param alpha Defines the camera rotation along the logitudinal axis
  51563. * @param beta Defines the camera rotation along the latitudinal axis
  51564. * @param radius Defines the camera distance from its target
  51565. * @param target Defines the camera target
  51566. * @param scene Defines the scene the camera belongs to
  51567. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51568. */
  51569. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51570. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51571. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51572. /**
  51573. * Current inertia value on the longitudinal axis.
  51574. * The bigger this number the longer it will take for the camera to stop.
  51575. */
  51576. _this.inertialAlphaOffset = 0;
  51577. /**
  51578. * Current inertia value on the latitudinal axis.
  51579. * The bigger this number the longer it will take for the camera to stop.
  51580. */
  51581. _this.inertialBetaOffset = 0;
  51582. /**
  51583. * Current inertia value on the radius axis.
  51584. * The bigger this number the longer it will take for the camera to stop.
  51585. */
  51586. _this.inertialRadiusOffset = 0;
  51587. /**
  51588. * Minimum allowed angle on the longitudinal axis.
  51589. * This can help limiting how the Camera is able to move in the scene.
  51590. */
  51591. _this.lowerAlphaLimit = null;
  51592. /**
  51593. * Maximum allowed angle on the longitudinal axis.
  51594. * This can help limiting how the Camera is able to move in the scene.
  51595. */
  51596. _this.upperAlphaLimit = null;
  51597. /**
  51598. * Minimum allowed angle on the latitudinal axis.
  51599. * This can help limiting how the Camera is able to move in the scene.
  51600. */
  51601. _this.lowerBetaLimit = 0.01;
  51602. /**
  51603. * Maximum allowed angle on the latitudinal axis.
  51604. * This can help limiting how the Camera is able to move in the scene.
  51605. */
  51606. _this.upperBetaLimit = Math.PI;
  51607. /**
  51608. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51609. * This can help limiting how the Camera is able to move in the scene.
  51610. */
  51611. _this.lowerRadiusLimit = null;
  51612. /**
  51613. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51614. * This can help limiting how the Camera is able to move in the scene.
  51615. */
  51616. _this.upperRadiusLimit = null;
  51617. /**
  51618. * Defines the current inertia value used during panning of the camera along the X axis.
  51619. */
  51620. _this.inertialPanningX = 0;
  51621. /**
  51622. * Defines the current inertia value used during panning of the camera along the Y axis.
  51623. */
  51624. _this.inertialPanningY = 0;
  51625. /**
  51626. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51627. * Basically if your fingers moves away from more than this distance you will be considered
  51628. * in pinch mode.
  51629. */
  51630. _this.pinchToPanMaxDistance = 20;
  51631. /**
  51632. * Defines the maximum distance the camera can pan.
  51633. * This could help keeping the cammera always in your scene.
  51634. */
  51635. _this.panningDistanceLimit = null;
  51636. /**
  51637. * Defines the target of the camera before paning.
  51638. */
  51639. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51640. /**
  51641. * Defines the value of the inertia used during panning.
  51642. * 0 would mean stop inertia and one would mean no decelleration at all.
  51643. */
  51644. _this.panningInertia = 0.9;
  51645. //-- end properties for backward compatibility for inputs
  51646. /**
  51647. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51648. */
  51649. _this.zoomOnFactor = 1;
  51650. /**
  51651. * Defines a screen offset for the camera position.
  51652. */
  51653. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51654. /**
  51655. * Allows the camera to be completely reversed.
  51656. * If false the camera can not arrive upside down.
  51657. */
  51658. _this.allowUpsideDown = true;
  51659. /**
  51660. * Define if double tap/click is used to restore the previously saved state of the camera.
  51661. */
  51662. _this.useInputToRestoreState = true;
  51663. /** @hidden */
  51664. _this._viewMatrix = new BABYLON.Matrix();
  51665. /**
  51666. * Defines the allowed panning axis.
  51667. */
  51668. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51669. /**
  51670. * Observable triggered when the mesh target has been changed on the camera.
  51671. */
  51672. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51673. /**
  51674. * Defines whether the camera should check collision with the objects oh the scene.
  51675. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51676. */
  51677. _this.checkCollisions = false;
  51678. /**
  51679. * Defines the collision radius of the camera.
  51680. * This simulates a sphere around the camera.
  51681. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51682. */
  51683. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51684. _this._previousPosition = BABYLON.Vector3.Zero();
  51685. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51686. _this._newPosition = BABYLON.Vector3.Zero();
  51687. _this._computationVector = BABYLON.Vector3.Zero();
  51688. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51689. if (collidedMesh === void 0) { collidedMesh = null; }
  51690. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51691. newPosition.multiplyInPlace(_this._collider._radius);
  51692. }
  51693. if (!collidedMesh) {
  51694. _this._previousPosition.copyFrom(_this.position);
  51695. }
  51696. else {
  51697. _this.setPosition(newPosition);
  51698. if (_this.onCollide) {
  51699. _this.onCollide(collidedMesh);
  51700. }
  51701. }
  51702. // Recompute because of constraints
  51703. var cosa = Math.cos(_this.alpha);
  51704. var sina = Math.sin(_this.alpha);
  51705. var cosb = Math.cos(_this.beta);
  51706. var sinb = Math.sin(_this.beta);
  51707. if (sinb === 0) {
  51708. sinb = 0.0001;
  51709. }
  51710. var target = _this._getTargetPosition();
  51711. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51712. target.addToRef(_this._computationVector, _this._newPosition);
  51713. _this.position.copyFrom(_this._newPosition);
  51714. var up = _this.upVector;
  51715. if (_this.allowUpsideDown && _this.beta < 0) {
  51716. up = up.clone();
  51717. up = up.negate();
  51718. }
  51719. _this._computeViewMatrix(_this.position, target, up);
  51720. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51721. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51722. _this._collisionTriggered = false;
  51723. };
  51724. _this._target = BABYLON.Vector3.Zero();
  51725. if (target) {
  51726. _this.setTarget(target);
  51727. }
  51728. _this.alpha = alpha;
  51729. _this.beta = beta;
  51730. _this.radius = radius;
  51731. _this.getViewMatrix();
  51732. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51733. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51734. return _this;
  51735. }
  51736. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51737. /**
  51738. * Defines the target point of the camera.
  51739. * The camera looks towards it form the radius distance.
  51740. */
  51741. get: function () {
  51742. return this._target;
  51743. },
  51744. set: function (value) {
  51745. this.setTarget(value);
  51746. },
  51747. enumerable: true,
  51748. configurable: true
  51749. });
  51750. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51751. //-- begin properties for backward compatibility for inputs
  51752. /**
  51753. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51754. */
  51755. get: function () {
  51756. var pointers = this.inputs.attached["pointers"];
  51757. if (pointers) {
  51758. return pointers.angularSensibilityX;
  51759. }
  51760. return 0;
  51761. },
  51762. set: function (value) {
  51763. var pointers = this.inputs.attached["pointers"];
  51764. if (pointers) {
  51765. pointers.angularSensibilityX = value;
  51766. }
  51767. },
  51768. enumerable: true,
  51769. configurable: true
  51770. });
  51771. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51772. /**
  51773. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51774. */
  51775. get: function () {
  51776. var pointers = this.inputs.attached["pointers"];
  51777. if (pointers) {
  51778. return pointers.angularSensibilityY;
  51779. }
  51780. return 0;
  51781. },
  51782. set: function (value) {
  51783. var pointers = this.inputs.attached["pointers"];
  51784. if (pointers) {
  51785. pointers.angularSensibilityY = value;
  51786. }
  51787. },
  51788. enumerable: true,
  51789. configurable: true
  51790. });
  51791. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51792. /**
  51793. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51794. */
  51795. get: function () {
  51796. var pointers = this.inputs.attached["pointers"];
  51797. if (pointers) {
  51798. return pointers.pinchPrecision;
  51799. }
  51800. return 0;
  51801. },
  51802. set: function (value) {
  51803. var pointers = this.inputs.attached["pointers"];
  51804. if (pointers) {
  51805. pointers.pinchPrecision = value;
  51806. }
  51807. },
  51808. enumerable: true,
  51809. configurable: true
  51810. });
  51811. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51812. /**
  51813. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51814. * It will be used instead of pinchDeltaPrecision if different from 0.
  51815. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51816. */
  51817. get: function () {
  51818. var pointers = this.inputs.attached["pointers"];
  51819. if (pointers) {
  51820. return pointers.pinchDeltaPercentage;
  51821. }
  51822. return 0;
  51823. },
  51824. set: function (value) {
  51825. var pointers = this.inputs.attached["pointers"];
  51826. if (pointers) {
  51827. pointers.pinchDeltaPercentage = value;
  51828. }
  51829. },
  51830. enumerable: true,
  51831. configurable: true
  51832. });
  51833. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51834. /**
  51835. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51836. */
  51837. get: function () {
  51838. var pointers = this.inputs.attached["pointers"];
  51839. if (pointers) {
  51840. return pointers.panningSensibility;
  51841. }
  51842. return 0;
  51843. },
  51844. set: function (value) {
  51845. var pointers = this.inputs.attached["pointers"];
  51846. if (pointers) {
  51847. pointers.panningSensibility = value;
  51848. }
  51849. },
  51850. enumerable: true,
  51851. configurable: true
  51852. });
  51853. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51854. /**
  51855. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51856. */
  51857. get: function () {
  51858. var keyboard = this.inputs.attached["keyboard"];
  51859. if (keyboard) {
  51860. return keyboard.keysUp;
  51861. }
  51862. return [];
  51863. },
  51864. set: function (value) {
  51865. var keyboard = this.inputs.attached["keyboard"];
  51866. if (keyboard) {
  51867. keyboard.keysUp = value;
  51868. }
  51869. },
  51870. enumerable: true,
  51871. configurable: true
  51872. });
  51873. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51874. /**
  51875. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51876. */
  51877. get: function () {
  51878. var keyboard = this.inputs.attached["keyboard"];
  51879. if (keyboard) {
  51880. return keyboard.keysDown;
  51881. }
  51882. return [];
  51883. },
  51884. set: function (value) {
  51885. var keyboard = this.inputs.attached["keyboard"];
  51886. if (keyboard) {
  51887. keyboard.keysDown = value;
  51888. }
  51889. },
  51890. enumerable: true,
  51891. configurable: true
  51892. });
  51893. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51894. /**
  51895. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51896. */
  51897. get: function () {
  51898. var keyboard = this.inputs.attached["keyboard"];
  51899. if (keyboard) {
  51900. return keyboard.keysLeft;
  51901. }
  51902. return [];
  51903. },
  51904. set: function (value) {
  51905. var keyboard = this.inputs.attached["keyboard"];
  51906. if (keyboard) {
  51907. keyboard.keysLeft = value;
  51908. }
  51909. },
  51910. enumerable: true,
  51911. configurable: true
  51912. });
  51913. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51914. /**
  51915. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51916. */
  51917. get: function () {
  51918. var keyboard = this.inputs.attached["keyboard"];
  51919. if (keyboard) {
  51920. return keyboard.keysRight;
  51921. }
  51922. return [];
  51923. },
  51924. set: function (value) {
  51925. var keyboard = this.inputs.attached["keyboard"];
  51926. if (keyboard) {
  51927. keyboard.keysRight = value;
  51928. }
  51929. },
  51930. enumerable: true,
  51931. configurable: true
  51932. });
  51933. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51934. /**
  51935. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51936. */
  51937. get: function () {
  51938. var mousewheel = this.inputs.attached["mousewheel"];
  51939. if (mousewheel) {
  51940. return mousewheel.wheelPrecision;
  51941. }
  51942. return 0;
  51943. },
  51944. set: function (value) {
  51945. var mousewheel = this.inputs.attached["mousewheel"];
  51946. if (mousewheel) {
  51947. mousewheel.wheelPrecision = value;
  51948. }
  51949. },
  51950. enumerable: true,
  51951. configurable: true
  51952. });
  51953. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51954. /**
  51955. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51956. * It will be used instead of pinchDeltaPrecision if different from 0.
  51957. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51958. */
  51959. get: function () {
  51960. var mousewheel = this.inputs.attached["mousewheel"];
  51961. if (mousewheel) {
  51962. return mousewheel.wheelDeltaPercentage;
  51963. }
  51964. return 0;
  51965. },
  51966. set: function (value) {
  51967. var mousewheel = this.inputs.attached["mousewheel"];
  51968. if (mousewheel) {
  51969. mousewheel.wheelDeltaPercentage = value;
  51970. }
  51971. },
  51972. enumerable: true,
  51973. configurable: true
  51974. });
  51975. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51976. /**
  51977. * Gets the bouncing behavior of the camera if it has been enabled.
  51978. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51979. */
  51980. get: function () {
  51981. return this._bouncingBehavior;
  51982. },
  51983. enumerable: true,
  51984. configurable: true
  51985. });
  51986. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51987. /**
  51988. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51989. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51990. */
  51991. get: function () {
  51992. return this._bouncingBehavior != null;
  51993. },
  51994. set: function (value) {
  51995. if (value === this.useBouncingBehavior) {
  51996. return;
  51997. }
  51998. if (value) {
  51999. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52000. this.addBehavior(this._bouncingBehavior);
  52001. }
  52002. else if (this._bouncingBehavior) {
  52003. this.removeBehavior(this._bouncingBehavior);
  52004. this._bouncingBehavior = null;
  52005. }
  52006. },
  52007. enumerable: true,
  52008. configurable: true
  52009. });
  52010. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52011. /**
  52012. * Gets the framing behavior of the camera if it has been enabled.
  52013. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52014. */
  52015. get: function () {
  52016. return this._framingBehavior;
  52017. },
  52018. enumerable: true,
  52019. configurable: true
  52020. });
  52021. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52022. /**
  52023. * Defines if the framing behavior of the camera is enabled on the camera.
  52024. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52025. */
  52026. get: function () {
  52027. return this._framingBehavior != null;
  52028. },
  52029. set: function (value) {
  52030. if (value === this.useFramingBehavior) {
  52031. return;
  52032. }
  52033. if (value) {
  52034. this._framingBehavior = new BABYLON.FramingBehavior();
  52035. this.addBehavior(this._framingBehavior);
  52036. }
  52037. else if (this._framingBehavior) {
  52038. this.removeBehavior(this._framingBehavior);
  52039. this._framingBehavior = null;
  52040. }
  52041. },
  52042. enumerable: true,
  52043. configurable: true
  52044. });
  52045. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52046. /**
  52047. * Gets the auto rotation behavior of the camera if it has been enabled.
  52048. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52049. */
  52050. get: function () {
  52051. return this._autoRotationBehavior;
  52052. },
  52053. enumerable: true,
  52054. configurable: true
  52055. });
  52056. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52057. /**
  52058. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52059. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52060. */
  52061. get: function () {
  52062. return this._autoRotationBehavior != null;
  52063. },
  52064. set: function (value) {
  52065. if (value === this.useAutoRotationBehavior) {
  52066. return;
  52067. }
  52068. if (value) {
  52069. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52070. this.addBehavior(this._autoRotationBehavior);
  52071. }
  52072. else if (this._autoRotationBehavior) {
  52073. this.removeBehavior(this._autoRotationBehavior);
  52074. this._autoRotationBehavior = null;
  52075. }
  52076. },
  52077. enumerable: true,
  52078. configurable: true
  52079. });
  52080. // Cache
  52081. /** @hidden */
  52082. ArcRotateCamera.prototype._initCache = function () {
  52083. _super.prototype._initCache.call(this);
  52084. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52085. this._cache.alpha = undefined;
  52086. this._cache.beta = undefined;
  52087. this._cache.radius = undefined;
  52088. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52089. };
  52090. /** @hidden */
  52091. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52092. if (!ignoreParentClass) {
  52093. _super.prototype._updateCache.call(this);
  52094. }
  52095. this._cache._target.copyFrom(this._getTargetPosition());
  52096. this._cache.alpha = this.alpha;
  52097. this._cache.beta = this.beta;
  52098. this._cache.radius = this.radius;
  52099. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52100. };
  52101. ArcRotateCamera.prototype._getTargetPosition = function () {
  52102. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52103. var pos = this._targetHost.absolutePosition;
  52104. if (this._targetBoundingCenter) {
  52105. pos.addToRef(this._targetBoundingCenter, this._target);
  52106. }
  52107. else {
  52108. this._target.copyFrom(pos);
  52109. }
  52110. }
  52111. var lockedTargetPosition = this._getLockedTargetPosition();
  52112. if (lockedTargetPosition) {
  52113. return lockedTargetPosition;
  52114. }
  52115. return this._target;
  52116. };
  52117. /**
  52118. * Stores the current state of the camera (alpha, beta, radius and target)
  52119. * @returns the camera itself
  52120. */
  52121. ArcRotateCamera.prototype.storeState = function () {
  52122. this._storedAlpha = this.alpha;
  52123. this._storedBeta = this.beta;
  52124. this._storedRadius = this.radius;
  52125. this._storedTarget = this._getTargetPosition().clone();
  52126. return _super.prototype.storeState.call(this);
  52127. };
  52128. /**
  52129. * @hidden
  52130. * Restored camera state. You must call storeState() first
  52131. */
  52132. ArcRotateCamera.prototype._restoreStateValues = function () {
  52133. if (!_super.prototype._restoreStateValues.call(this)) {
  52134. return false;
  52135. }
  52136. this.alpha = this._storedAlpha;
  52137. this.beta = this._storedBeta;
  52138. this.radius = this._storedRadius;
  52139. this.setTarget(this._storedTarget.clone());
  52140. this.inertialAlphaOffset = 0;
  52141. this.inertialBetaOffset = 0;
  52142. this.inertialRadiusOffset = 0;
  52143. this.inertialPanningX = 0;
  52144. this.inertialPanningY = 0;
  52145. return true;
  52146. };
  52147. // Synchronized
  52148. /** @hidden */
  52149. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52150. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52151. return false;
  52152. }
  52153. return this._cache._target.equals(this._getTargetPosition())
  52154. && this._cache.alpha === this.alpha
  52155. && this._cache.beta === this.beta
  52156. && this._cache.radius === this.radius
  52157. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52158. };
  52159. /**
  52160. * Attached controls to the current camera.
  52161. * @param element Defines the element the controls should be listened from
  52162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52163. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52164. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52165. */
  52166. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52167. var _this = this;
  52168. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52169. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52170. this._useCtrlForPanning = useCtrlForPanning;
  52171. this._panningMouseButton = panningMouseButton;
  52172. this.inputs.attachElement(element, noPreventDefault);
  52173. this._reset = function () {
  52174. _this.inertialAlphaOffset = 0;
  52175. _this.inertialBetaOffset = 0;
  52176. _this.inertialRadiusOffset = 0;
  52177. _this.inertialPanningX = 0;
  52178. _this.inertialPanningY = 0;
  52179. };
  52180. };
  52181. /**
  52182. * Detach the current controls from the camera.
  52183. * The camera will stop reacting to inputs.
  52184. * @param element Defines the element to stop listening the inputs from
  52185. */
  52186. ArcRotateCamera.prototype.detachControl = function (element) {
  52187. this.inputs.detachElement(element);
  52188. if (this._reset) {
  52189. this._reset();
  52190. }
  52191. };
  52192. /** @hidden */
  52193. ArcRotateCamera.prototype._checkInputs = function () {
  52194. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52195. if (this._collisionTriggered) {
  52196. return;
  52197. }
  52198. this.inputs.checkInputs();
  52199. // Inertia
  52200. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52201. var inertialAlphaOffset = this.inertialAlphaOffset;
  52202. if (this.beta <= 0) {
  52203. inertialAlphaOffset *= -1;
  52204. }
  52205. if (this.getScene().useRightHandedSystem) {
  52206. inertialAlphaOffset *= -1;
  52207. }
  52208. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52209. inertialAlphaOffset *= -1;
  52210. }
  52211. this.alpha += inertialAlphaOffset;
  52212. this.beta += this.inertialBetaOffset;
  52213. this.radius -= this.inertialRadiusOffset;
  52214. this.inertialAlphaOffset *= this.inertia;
  52215. this.inertialBetaOffset *= this.inertia;
  52216. this.inertialRadiusOffset *= this.inertia;
  52217. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52218. this.inertialAlphaOffset = 0;
  52219. }
  52220. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52221. this.inertialBetaOffset = 0;
  52222. }
  52223. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52224. this.inertialRadiusOffset = 0;
  52225. }
  52226. }
  52227. // Panning inertia
  52228. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52229. if (!this._localDirection) {
  52230. this._localDirection = BABYLON.Vector3.Zero();
  52231. this._transformedDirection = BABYLON.Vector3.Zero();
  52232. }
  52233. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52234. this._localDirection.multiplyInPlace(this.panningAxis);
  52235. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52236. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52237. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52238. if (!this.panningAxis.y) {
  52239. this._transformedDirection.y = 0;
  52240. }
  52241. if (!this._targetHost) {
  52242. if (this.panningDistanceLimit) {
  52243. this._transformedDirection.addInPlace(this._target);
  52244. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52245. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52246. this._target.copyFrom(this._transformedDirection);
  52247. }
  52248. }
  52249. else {
  52250. this._target.addInPlace(this._transformedDirection);
  52251. }
  52252. }
  52253. this.inertialPanningX *= this.panningInertia;
  52254. this.inertialPanningY *= this.panningInertia;
  52255. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52256. this.inertialPanningX = 0;
  52257. }
  52258. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52259. this.inertialPanningY = 0;
  52260. }
  52261. }
  52262. // Limits
  52263. this._checkLimits();
  52264. _super.prototype._checkInputs.call(this);
  52265. };
  52266. ArcRotateCamera.prototype._checkLimits = function () {
  52267. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52268. if (this.allowUpsideDown && this.beta > Math.PI) {
  52269. this.beta = this.beta - (2 * Math.PI);
  52270. }
  52271. }
  52272. else {
  52273. if (this.beta < this.lowerBetaLimit) {
  52274. this.beta = this.lowerBetaLimit;
  52275. }
  52276. }
  52277. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52278. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52279. this.beta = this.beta + (2 * Math.PI);
  52280. }
  52281. }
  52282. else {
  52283. if (this.beta > this.upperBetaLimit) {
  52284. this.beta = this.upperBetaLimit;
  52285. }
  52286. }
  52287. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52288. this.alpha = this.lowerAlphaLimit;
  52289. }
  52290. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52291. this.alpha = this.upperAlphaLimit;
  52292. }
  52293. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52294. this.radius = this.lowerRadiusLimit;
  52295. this.inertialRadiusOffset = 0;
  52296. }
  52297. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52298. this.radius = this.upperRadiusLimit;
  52299. this.inertialRadiusOffset = 0;
  52300. }
  52301. };
  52302. /**
  52303. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52304. */
  52305. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52306. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52307. this.radius = this._computationVector.length();
  52308. if (this.radius === 0) {
  52309. this.radius = 0.0001; // Just to avoid division by zero
  52310. }
  52311. // Alpha
  52312. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52313. if (this._computationVector.z < 0) {
  52314. this.alpha = 2 * Math.PI - this.alpha;
  52315. }
  52316. // Beta
  52317. this.beta = Math.acos(this._computationVector.y / this.radius);
  52318. this._checkLimits();
  52319. };
  52320. /**
  52321. * Use a position to define the current camera related information like aplha, beta and radius
  52322. * @param position Defines the position to set the camera at
  52323. */
  52324. ArcRotateCamera.prototype.setPosition = function (position) {
  52325. if (this.position.equals(position)) {
  52326. return;
  52327. }
  52328. this.position.copyFrom(position);
  52329. this.rebuildAnglesAndRadius();
  52330. };
  52331. /**
  52332. * Defines the target the camera should look at.
  52333. * This will automatically adapt alpha beta and radius to fit within the new target.
  52334. * @param target Defines the new target as a Vector or a mesh
  52335. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52336. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52337. */
  52338. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52339. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52340. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52341. if (target.getBoundingInfo) {
  52342. if (toBoundingCenter) {
  52343. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52344. }
  52345. else {
  52346. this._targetBoundingCenter = null;
  52347. }
  52348. this._targetHost = target;
  52349. this._target = this._getTargetPosition();
  52350. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52351. }
  52352. else {
  52353. var newTarget = target;
  52354. var currentTarget = this._getTargetPosition();
  52355. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52356. return;
  52357. }
  52358. this._targetHost = null;
  52359. this._target = newTarget;
  52360. this._targetBoundingCenter = null;
  52361. this.onMeshTargetChangedObservable.notifyObservers(null);
  52362. }
  52363. this.rebuildAnglesAndRadius();
  52364. };
  52365. /** @hidden */
  52366. ArcRotateCamera.prototype._getViewMatrix = function () {
  52367. // Compute
  52368. var cosa = Math.cos(this.alpha);
  52369. var sina = Math.sin(this.alpha);
  52370. var cosb = Math.cos(this.beta);
  52371. var sinb = Math.sin(this.beta);
  52372. if (sinb === 0) {
  52373. sinb = 0.0001;
  52374. }
  52375. var target = this._getTargetPosition();
  52376. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52377. target.addToRef(this._computationVector, this._newPosition);
  52378. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52379. if (!this._collider) {
  52380. this._collider = new BABYLON.Collider();
  52381. }
  52382. this._collider._radius = this.collisionRadius;
  52383. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52384. this._collisionTriggered = true;
  52385. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52386. }
  52387. else {
  52388. this.position.copyFrom(this._newPosition);
  52389. var up = this.upVector;
  52390. if (this.allowUpsideDown && sinb < 0) {
  52391. up = up.clone();
  52392. up = up.negate();
  52393. }
  52394. this._computeViewMatrix(this.position, target, up);
  52395. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52396. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52397. }
  52398. this._currentTarget = target;
  52399. return this._viewMatrix;
  52400. };
  52401. /**
  52402. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52403. * @param meshes Defines the mesh to zoom on
  52404. * @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)
  52405. */
  52406. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52407. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52408. meshes = meshes || this.getScene().meshes;
  52409. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52410. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52411. this.radius = distance * this.zoomOnFactor;
  52412. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52413. };
  52414. /**
  52415. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52416. * The target will be changed but the radius
  52417. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52418. * @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)
  52419. */
  52420. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52421. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52422. var meshesOrMinMaxVector;
  52423. var distance;
  52424. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52425. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52426. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52427. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52428. }
  52429. else { //minMaxVector and distance
  52430. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52431. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52432. distance = minMaxVectorAndDistance.distance;
  52433. }
  52434. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52435. if (!doNotUpdateMaxZ) {
  52436. this.maxZ = distance * 2;
  52437. }
  52438. };
  52439. /**
  52440. * @override
  52441. * Override Camera.createRigCamera
  52442. */
  52443. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52444. var alphaShift = 0;
  52445. switch (this.cameraRigMode) {
  52446. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52447. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52448. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52449. case BABYLON.Camera.RIG_MODE_VR:
  52450. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52451. break;
  52452. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52453. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52454. break;
  52455. }
  52456. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52457. rigCam._cameraRigParams = {};
  52458. return rigCam;
  52459. };
  52460. /**
  52461. * @hidden
  52462. * @override
  52463. * Override Camera._updateRigCameras
  52464. */
  52465. ArcRotateCamera.prototype._updateRigCameras = function () {
  52466. var camLeft = this._rigCameras[0];
  52467. var camRight = this._rigCameras[1];
  52468. camLeft.beta = camRight.beta = this.beta;
  52469. switch (this.cameraRigMode) {
  52470. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52471. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52472. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52473. case BABYLON.Camera.RIG_MODE_VR:
  52474. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52475. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52476. break;
  52477. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52478. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52479. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52480. break;
  52481. }
  52482. _super.prototype._updateRigCameras.call(this);
  52483. };
  52484. /**
  52485. * Destroy the camera and release the current resources hold by it.
  52486. */
  52487. ArcRotateCamera.prototype.dispose = function () {
  52488. this.inputs.clear();
  52489. _super.prototype.dispose.call(this);
  52490. };
  52491. /**
  52492. * Gets the current object class name.
  52493. * @return the class name
  52494. */
  52495. ArcRotateCamera.prototype.getClassName = function () {
  52496. return "ArcRotateCamera";
  52497. };
  52498. __decorate([
  52499. BABYLON.serialize()
  52500. ], ArcRotateCamera.prototype, "alpha", void 0);
  52501. __decorate([
  52502. BABYLON.serialize()
  52503. ], ArcRotateCamera.prototype, "beta", void 0);
  52504. __decorate([
  52505. BABYLON.serialize()
  52506. ], ArcRotateCamera.prototype, "radius", void 0);
  52507. __decorate([
  52508. BABYLON.serializeAsVector3("target")
  52509. ], ArcRotateCamera.prototype, "_target", void 0);
  52510. __decorate([
  52511. BABYLON.serialize()
  52512. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52513. __decorate([
  52514. BABYLON.serialize()
  52515. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52516. __decorate([
  52517. BABYLON.serialize()
  52518. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52519. __decorate([
  52520. BABYLON.serialize()
  52521. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52522. __decorate([
  52523. BABYLON.serialize()
  52524. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52525. __decorate([
  52526. BABYLON.serialize()
  52527. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52528. __decorate([
  52529. BABYLON.serialize()
  52530. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52531. __decorate([
  52532. BABYLON.serialize()
  52533. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52534. __decorate([
  52535. BABYLON.serialize()
  52536. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52537. __decorate([
  52538. BABYLON.serialize()
  52539. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52540. __decorate([
  52541. BABYLON.serialize()
  52542. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52543. __decorate([
  52544. BABYLON.serialize()
  52545. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52546. __decorate([
  52547. BABYLON.serialize()
  52548. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52549. __decorate([
  52550. BABYLON.serializeAsVector3()
  52551. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52552. __decorate([
  52553. BABYLON.serialize()
  52554. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52555. __decorate([
  52556. BABYLON.serialize()
  52557. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52558. __decorate([
  52559. BABYLON.serialize()
  52560. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52561. __decorate([
  52562. BABYLON.serialize()
  52563. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52564. __decorate([
  52565. BABYLON.serialize()
  52566. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52567. return ArcRotateCamera;
  52568. }(BABYLON.TargetCamera));
  52569. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52570. })(BABYLON || (BABYLON = {}));
  52571. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52572. var BABYLON;
  52573. (function (BABYLON) {
  52574. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52575. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52576. });
  52577. /**
  52578. * The HemisphericLight simulates the ambient environment light,
  52579. * so the passed direction is the light reflection direction, not the incoming direction.
  52580. */
  52581. var HemisphericLight = /** @class */ (function (_super) {
  52582. __extends(HemisphericLight, _super);
  52583. /**
  52584. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52585. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52586. * The HemisphericLight can't cast shadows.
  52587. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52588. * @param name The friendly name of the light
  52589. * @param direction The direction of the light reflection
  52590. * @param scene The scene the light belongs to
  52591. */
  52592. function HemisphericLight(name, direction, scene) {
  52593. var _this = _super.call(this, name, scene) || this;
  52594. /**
  52595. * The groundColor is the light in the opposite direction to the one specified during creation.
  52596. * 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.
  52597. */
  52598. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52599. _this.direction = direction || BABYLON.Vector3.Up();
  52600. return _this;
  52601. }
  52602. HemisphericLight.prototype._buildUniformLayout = function () {
  52603. this._uniformBuffer.addUniform("vLightData", 4);
  52604. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52605. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52606. this._uniformBuffer.addUniform("vLightGround", 3);
  52607. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52608. this._uniformBuffer.addUniform("depthValues", 2);
  52609. this._uniformBuffer.create();
  52610. };
  52611. /**
  52612. * Returns the string "HemisphericLight".
  52613. * @return The class name
  52614. */
  52615. HemisphericLight.prototype.getClassName = function () {
  52616. return "HemisphericLight";
  52617. };
  52618. /**
  52619. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52620. * Returns the updated direction.
  52621. * @param target The target the direction should point to
  52622. * @return The computed direction
  52623. */
  52624. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52625. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52626. return this.direction;
  52627. };
  52628. /**
  52629. * Returns the shadow generator associated to the light.
  52630. * @returns Always null for hemispheric lights because it does not support shadows.
  52631. */
  52632. HemisphericLight.prototype.getShadowGenerator = function () {
  52633. return null;
  52634. };
  52635. /**
  52636. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52637. * @param effect The effect to update
  52638. * @param lightIndex The index of the light in the effect to update
  52639. * @returns The hemispheric light
  52640. */
  52641. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52642. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52643. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52644. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52645. return this;
  52646. };
  52647. /**
  52648. * Computes the world matrix of the node
  52649. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52650. * @param useWasUpdatedFlag defines a reserved property
  52651. * @returns the world matrix
  52652. */
  52653. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52654. if (!this._worldMatrix) {
  52655. this._worldMatrix = BABYLON.Matrix.Identity();
  52656. }
  52657. return this._worldMatrix;
  52658. };
  52659. /**
  52660. * Returns the integer 3.
  52661. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52662. */
  52663. HemisphericLight.prototype.getTypeID = function () {
  52664. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52665. };
  52666. /**
  52667. * Prepares the list of defines specific to the light type.
  52668. * @param defines the list of defines
  52669. * @param lightIndex defines the index of the light for the effect
  52670. */
  52671. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52672. defines["HEMILIGHT" + lightIndex] = true;
  52673. };
  52674. __decorate([
  52675. BABYLON.serializeAsColor3()
  52676. ], HemisphericLight.prototype, "groundColor", void 0);
  52677. __decorate([
  52678. BABYLON.serializeAsVector3()
  52679. ], HemisphericLight.prototype, "direction", void 0);
  52680. return HemisphericLight;
  52681. }(BABYLON.Light));
  52682. BABYLON.HemisphericLight = HemisphericLight;
  52683. })(BABYLON || (BABYLON = {}));
  52684. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52685. var BABYLON;
  52686. (function (BABYLON) {
  52687. /**
  52688. * Base implementation IShadowLight
  52689. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52690. */
  52691. var ShadowLight = /** @class */ (function (_super) {
  52692. __extends(ShadowLight, _super);
  52693. function ShadowLight() {
  52694. var _this = _super !== null && _super.apply(this, arguments) || this;
  52695. _this._needProjectionMatrixCompute = true;
  52696. return _this;
  52697. }
  52698. ShadowLight.prototype._setPosition = function (value) {
  52699. this._position = value;
  52700. };
  52701. Object.defineProperty(ShadowLight.prototype, "position", {
  52702. /**
  52703. * Sets the position the shadow will be casted from. Also use as the light position for both
  52704. * point and spot lights.
  52705. */
  52706. get: function () {
  52707. return this._position;
  52708. },
  52709. /**
  52710. * Sets the position the shadow will be casted from. Also use as the light position for both
  52711. * point and spot lights.
  52712. */
  52713. set: function (value) {
  52714. this._setPosition(value);
  52715. },
  52716. enumerable: true,
  52717. configurable: true
  52718. });
  52719. ShadowLight.prototype._setDirection = function (value) {
  52720. this._direction = value;
  52721. };
  52722. Object.defineProperty(ShadowLight.prototype, "direction", {
  52723. /**
  52724. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52725. * Also use as the light direction on spot and directional lights.
  52726. */
  52727. get: function () {
  52728. return this._direction;
  52729. },
  52730. /**
  52731. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52732. * Also use as the light direction on spot and directional lights.
  52733. */
  52734. set: function (value) {
  52735. this._setDirection(value);
  52736. },
  52737. enumerable: true,
  52738. configurable: true
  52739. });
  52740. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52741. /**
  52742. * Gets the shadow projection clipping minimum z value.
  52743. */
  52744. get: function () {
  52745. return this._shadowMinZ;
  52746. },
  52747. /**
  52748. * Sets the shadow projection clipping minimum z value.
  52749. */
  52750. set: function (value) {
  52751. this._shadowMinZ = value;
  52752. this.forceProjectionMatrixCompute();
  52753. },
  52754. enumerable: true,
  52755. configurable: true
  52756. });
  52757. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52758. /**
  52759. * Sets the shadow projection clipping maximum z value.
  52760. */
  52761. get: function () {
  52762. return this._shadowMaxZ;
  52763. },
  52764. /**
  52765. * Gets the shadow projection clipping maximum z value.
  52766. */
  52767. set: function (value) {
  52768. this._shadowMaxZ = value;
  52769. this.forceProjectionMatrixCompute();
  52770. },
  52771. enumerable: true,
  52772. configurable: true
  52773. });
  52774. /**
  52775. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52776. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52777. */
  52778. ShadowLight.prototype.computeTransformedInformation = function () {
  52779. if (this.parent && this.parent.getWorldMatrix) {
  52780. if (!this.transformedPosition) {
  52781. this.transformedPosition = BABYLON.Vector3.Zero();
  52782. }
  52783. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52784. // In case the direction is present.
  52785. if (this.direction) {
  52786. if (!this.transformedDirection) {
  52787. this.transformedDirection = BABYLON.Vector3.Zero();
  52788. }
  52789. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52790. }
  52791. return true;
  52792. }
  52793. return false;
  52794. };
  52795. /**
  52796. * Return the depth scale used for the shadow map.
  52797. * @returns the depth scale.
  52798. */
  52799. ShadowLight.prototype.getDepthScale = function () {
  52800. return 50.0;
  52801. };
  52802. /**
  52803. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52804. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52805. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52806. */
  52807. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52808. return this.transformedDirection ? this.transformedDirection : this.direction;
  52809. };
  52810. /**
  52811. * Returns the ShadowLight absolute position in the World.
  52812. * @returns the position vector in world space
  52813. */
  52814. ShadowLight.prototype.getAbsolutePosition = function () {
  52815. return this.transformedPosition ? this.transformedPosition : this.position;
  52816. };
  52817. /**
  52818. * Sets the ShadowLight direction toward the passed target.
  52819. * @param target The point tot target in local space
  52820. * @returns the updated ShadowLight direction
  52821. */
  52822. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52823. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52824. return this.direction;
  52825. };
  52826. /**
  52827. * Returns the light rotation in euler definition.
  52828. * @returns the x y z rotation in local space.
  52829. */
  52830. ShadowLight.prototype.getRotation = function () {
  52831. this.direction.normalize();
  52832. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52833. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52834. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52835. };
  52836. /**
  52837. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52838. * @returns true if a cube texture needs to be use
  52839. */
  52840. ShadowLight.prototype.needCube = function () {
  52841. return false;
  52842. };
  52843. /**
  52844. * Detects if the projection matrix requires to be recomputed this frame.
  52845. * @returns true if it requires to be recomputed otherwise, false.
  52846. */
  52847. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52848. return this._needProjectionMatrixCompute;
  52849. };
  52850. /**
  52851. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52852. */
  52853. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52854. this._needProjectionMatrixCompute = true;
  52855. };
  52856. /** @hidden */
  52857. ShadowLight.prototype._initCache = function () {
  52858. _super.prototype._initCache.call(this);
  52859. this._cache.position = BABYLON.Vector3.Zero();
  52860. };
  52861. /** @hidden */
  52862. ShadowLight.prototype._isSynchronized = function () {
  52863. if (!this._cache.position.equals(this.position)) {
  52864. return false;
  52865. }
  52866. return true;
  52867. };
  52868. /**
  52869. * Computes the world matrix of the node
  52870. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52871. * @returns the world matrix
  52872. */
  52873. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52874. if (!force && this.isSynchronized()) {
  52875. this._currentRenderId = this.getScene().getRenderId();
  52876. return this._worldMatrix;
  52877. }
  52878. this._updateCache();
  52879. this._cache.position.copyFrom(this.position);
  52880. if (!this._worldMatrix) {
  52881. this._worldMatrix = BABYLON.Matrix.Identity();
  52882. }
  52883. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52884. if (this.parent && this.parent.getWorldMatrix) {
  52885. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52886. this._markSyncedWithParent();
  52887. }
  52888. // Cache the determinant
  52889. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52890. return this._worldMatrix;
  52891. };
  52892. /**
  52893. * Gets the minZ used for shadow according to both the scene and the light.
  52894. * @param activeCamera The camera we are returning the min for
  52895. * @returns the depth min z
  52896. */
  52897. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52898. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52899. };
  52900. /**
  52901. * Gets the maxZ used for shadow according to both the scene and the light.
  52902. * @param activeCamera The camera we are returning the max for
  52903. * @returns the depth max z
  52904. */
  52905. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52906. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52907. };
  52908. /**
  52909. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52910. * @param matrix The materix to updated with the projection information
  52911. * @param viewMatrix The transform matrix of the light
  52912. * @param renderList The list of mesh to render in the map
  52913. * @returns The current light
  52914. */
  52915. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52916. if (this.customProjectionMatrixBuilder) {
  52917. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52918. }
  52919. else {
  52920. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52921. }
  52922. return this;
  52923. };
  52924. __decorate([
  52925. BABYLON.serializeAsVector3()
  52926. ], ShadowLight.prototype, "position", null);
  52927. __decorate([
  52928. BABYLON.serializeAsVector3()
  52929. ], ShadowLight.prototype, "direction", null);
  52930. __decorate([
  52931. BABYLON.serialize()
  52932. ], ShadowLight.prototype, "shadowMinZ", null);
  52933. __decorate([
  52934. BABYLON.serialize()
  52935. ], ShadowLight.prototype, "shadowMaxZ", null);
  52936. return ShadowLight;
  52937. }(BABYLON.Light));
  52938. BABYLON.ShadowLight = ShadowLight;
  52939. })(BABYLON || (BABYLON = {}));
  52940. //# sourceMappingURL=babylon.shadowLight.js.map
  52941. var BABYLON;
  52942. (function (BABYLON) {
  52943. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52944. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52945. });
  52946. /**
  52947. * A point light is a light defined by an unique point in world space.
  52948. * The light is emitted in every direction from this point.
  52949. * A good example of a point light is a standard light bulb.
  52950. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52951. */
  52952. var PointLight = /** @class */ (function (_super) {
  52953. __extends(PointLight, _super);
  52954. /**
  52955. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52956. * A PointLight emits the light in every direction.
  52957. * It can cast shadows.
  52958. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52959. * ```javascript
  52960. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52961. * ```
  52962. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52963. * @param name The light friendly name
  52964. * @param position The position of the point light in the scene
  52965. * @param scene The scene the lights belongs to
  52966. */
  52967. function PointLight(name, position, scene) {
  52968. var _this = _super.call(this, name, scene) || this;
  52969. _this._shadowAngle = Math.PI / 2;
  52970. _this.position = position;
  52971. return _this;
  52972. }
  52973. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52974. /**
  52975. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52976. * This specifies what angle the shadow will use to be created.
  52977. *
  52978. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52979. */
  52980. get: function () {
  52981. return this._shadowAngle;
  52982. },
  52983. /**
  52984. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52985. * This specifies what angle the shadow will use to be created.
  52986. *
  52987. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52988. */
  52989. set: function (value) {
  52990. this._shadowAngle = value;
  52991. this.forceProjectionMatrixCompute();
  52992. },
  52993. enumerable: true,
  52994. configurable: true
  52995. });
  52996. Object.defineProperty(PointLight.prototype, "direction", {
  52997. /**
  52998. * Gets the direction if it has been set.
  52999. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53000. */
  53001. get: function () {
  53002. return this._direction;
  53003. },
  53004. /**
  53005. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53006. */
  53007. set: function (value) {
  53008. var previousNeedCube = this.needCube();
  53009. this._direction = value;
  53010. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53011. this._shadowGenerator.recreateShadowMap();
  53012. }
  53013. },
  53014. enumerable: true,
  53015. configurable: true
  53016. });
  53017. /**
  53018. * Returns the string "PointLight"
  53019. * @returns the class name
  53020. */
  53021. PointLight.prototype.getClassName = function () {
  53022. return "PointLight";
  53023. };
  53024. /**
  53025. * Returns the integer 0.
  53026. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53027. */
  53028. PointLight.prototype.getTypeID = function () {
  53029. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53030. };
  53031. /**
  53032. * Specifies wether or not the shadowmap should be a cube texture.
  53033. * @returns true if the shadowmap needs to be a cube texture.
  53034. */
  53035. PointLight.prototype.needCube = function () {
  53036. return !this.direction;
  53037. };
  53038. /**
  53039. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53040. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53041. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53042. */
  53043. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53044. if (this.direction) {
  53045. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53046. }
  53047. else {
  53048. switch (faceIndex) {
  53049. case 0:
  53050. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53051. case 1:
  53052. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53053. case 2:
  53054. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53055. case 3:
  53056. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53057. case 4:
  53058. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53059. case 5:
  53060. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53061. }
  53062. }
  53063. return BABYLON.Vector3.Zero();
  53064. };
  53065. /**
  53066. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53067. * - fov = PI / 2
  53068. * - aspect ratio : 1.0
  53069. * - z-near and far equal to the active camera minZ and maxZ.
  53070. * Returns the PointLight.
  53071. */
  53072. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53073. var activeCamera = this.getScene().activeCamera;
  53074. if (!activeCamera) {
  53075. return;
  53076. }
  53077. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53078. };
  53079. PointLight.prototype._buildUniformLayout = function () {
  53080. this._uniformBuffer.addUniform("vLightData", 4);
  53081. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53082. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53083. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53084. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53085. this._uniformBuffer.addUniform("depthValues", 2);
  53086. this._uniformBuffer.create();
  53087. };
  53088. /**
  53089. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53090. * @param effect The effect to update
  53091. * @param lightIndex The index of the light in the effect to update
  53092. * @returns The point light
  53093. */
  53094. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53095. if (this.computeTransformedInformation()) {
  53096. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53097. }
  53098. else {
  53099. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53100. }
  53101. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53102. return this;
  53103. };
  53104. /**
  53105. * Prepares the list of defines specific to the light type.
  53106. * @param defines the list of defines
  53107. * @param lightIndex defines the index of the light for the effect
  53108. */
  53109. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53110. defines["POINTLIGHT" + lightIndex] = true;
  53111. };
  53112. __decorate([
  53113. BABYLON.serialize()
  53114. ], PointLight.prototype, "shadowAngle", null);
  53115. return PointLight;
  53116. }(BABYLON.ShadowLight));
  53117. BABYLON.PointLight = PointLight;
  53118. })(BABYLON || (BABYLON = {}));
  53119. //# sourceMappingURL=babylon.pointLight.js.map
  53120. var BABYLON;
  53121. (function (BABYLON) {
  53122. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53123. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53124. });
  53125. /**
  53126. * A directional light is defined by a direction (what a surprise!).
  53127. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53128. * 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.
  53129. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53130. */
  53131. var DirectionalLight = /** @class */ (function (_super) {
  53132. __extends(DirectionalLight, _super);
  53133. /**
  53134. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53135. * The directional light is emitted from everywhere in the given direction.
  53136. * It can cast shadows.
  53137. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53138. * @param name The friendly name of the light
  53139. * @param direction The direction of the light
  53140. * @param scene The scene the light belongs to
  53141. */
  53142. function DirectionalLight(name, direction, scene) {
  53143. var _this = _super.call(this, name, scene) || this;
  53144. _this._shadowFrustumSize = 0;
  53145. _this._shadowOrthoScale = 0.1;
  53146. /**
  53147. * Automatically compute the projection matrix to best fit (including all the casters)
  53148. * on each frame.
  53149. */
  53150. _this.autoUpdateExtends = true;
  53151. // Cache
  53152. _this._orthoLeft = Number.MAX_VALUE;
  53153. _this._orthoRight = Number.MIN_VALUE;
  53154. _this._orthoTop = Number.MIN_VALUE;
  53155. _this._orthoBottom = Number.MAX_VALUE;
  53156. _this.position = direction.scale(-1.0);
  53157. _this.direction = direction;
  53158. return _this;
  53159. }
  53160. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53161. /**
  53162. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53163. */
  53164. get: function () {
  53165. return this._shadowFrustumSize;
  53166. },
  53167. /**
  53168. * Specifies a fix frustum size for the shadow generation.
  53169. */
  53170. set: function (value) {
  53171. this._shadowFrustumSize = value;
  53172. this.forceProjectionMatrixCompute();
  53173. },
  53174. enumerable: true,
  53175. configurable: true
  53176. });
  53177. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53178. /**
  53179. * Gets the shadow projection scale against the optimal computed one.
  53180. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53181. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53182. */
  53183. get: function () {
  53184. return this._shadowOrthoScale;
  53185. },
  53186. /**
  53187. * Sets the shadow projection scale against the optimal computed one.
  53188. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53189. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53190. */
  53191. set: function (value) {
  53192. this._shadowOrthoScale = value;
  53193. this.forceProjectionMatrixCompute();
  53194. },
  53195. enumerable: true,
  53196. configurable: true
  53197. });
  53198. /**
  53199. * Returns the string "DirectionalLight".
  53200. * @return The class name
  53201. */
  53202. DirectionalLight.prototype.getClassName = function () {
  53203. return "DirectionalLight";
  53204. };
  53205. /**
  53206. * Returns the integer 1.
  53207. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53208. */
  53209. DirectionalLight.prototype.getTypeID = function () {
  53210. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53211. };
  53212. /**
  53213. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53214. * Returns the DirectionalLight Shadow projection matrix.
  53215. */
  53216. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53217. if (this.shadowFrustumSize > 0) {
  53218. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53219. }
  53220. else {
  53221. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53222. }
  53223. };
  53224. /**
  53225. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53226. * Returns the DirectionalLight Shadow projection matrix.
  53227. */
  53228. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53229. var activeCamera = this.getScene().activeCamera;
  53230. if (!activeCamera) {
  53231. return;
  53232. }
  53233. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53234. };
  53235. /**
  53236. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53237. * Returns the DirectionalLight Shadow projection matrix.
  53238. */
  53239. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53240. var activeCamera = this.getScene().activeCamera;
  53241. if (!activeCamera) {
  53242. return;
  53243. }
  53244. // Check extends
  53245. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53246. var tempVector3 = BABYLON.Vector3.Zero();
  53247. this._orthoLeft = Number.MAX_VALUE;
  53248. this._orthoRight = Number.MIN_VALUE;
  53249. this._orthoTop = Number.MIN_VALUE;
  53250. this._orthoBottom = Number.MAX_VALUE;
  53251. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53252. var mesh = renderList[meshIndex];
  53253. if (!mesh) {
  53254. continue;
  53255. }
  53256. var boundingInfo = mesh.getBoundingInfo();
  53257. var boundingBox = boundingInfo.boundingBox;
  53258. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53259. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53260. if (tempVector3.x < this._orthoLeft) {
  53261. this._orthoLeft = tempVector3.x;
  53262. }
  53263. if (tempVector3.y < this._orthoBottom) {
  53264. this._orthoBottom = tempVector3.y;
  53265. }
  53266. if (tempVector3.x > this._orthoRight) {
  53267. this._orthoRight = tempVector3.x;
  53268. }
  53269. if (tempVector3.y > this._orthoTop) {
  53270. this._orthoTop = tempVector3.y;
  53271. }
  53272. }
  53273. }
  53274. }
  53275. var xOffset = this._orthoRight - this._orthoLeft;
  53276. var yOffset = this._orthoTop - this._orthoBottom;
  53277. 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);
  53278. };
  53279. DirectionalLight.prototype._buildUniformLayout = function () {
  53280. this._uniformBuffer.addUniform("vLightData", 4);
  53281. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53282. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53283. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53284. this._uniformBuffer.addUniform("depthValues", 2);
  53285. this._uniformBuffer.create();
  53286. };
  53287. /**
  53288. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53289. * @param effect The effect to update
  53290. * @param lightIndex The index of the light in the effect to update
  53291. * @returns The directional light
  53292. */
  53293. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53294. if (this.computeTransformedInformation()) {
  53295. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53296. return this;
  53297. }
  53298. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53299. return this;
  53300. };
  53301. /**
  53302. * Gets the minZ used for shadow according to both the scene and the light.
  53303. *
  53304. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53305. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53306. * @param activeCamera The camera we are returning the min for
  53307. * @returns the depth min z
  53308. */
  53309. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53310. return 1;
  53311. };
  53312. /**
  53313. * Gets the maxZ used for shadow according to both the scene and the light.
  53314. *
  53315. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53316. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53317. * @param activeCamera The camera we are returning the max for
  53318. * @returns the depth max z
  53319. */
  53320. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53321. return 1;
  53322. };
  53323. /**
  53324. * Prepares the list of defines specific to the light type.
  53325. * @param defines the list of defines
  53326. * @param lightIndex defines the index of the light for the effect
  53327. */
  53328. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53329. defines["DIRLIGHT" + lightIndex] = true;
  53330. };
  53331. __decorate([
  53332. BABYLON.serialize()
  53333. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53334. __decorate([
  53335. BABYLON.serialize()
  53336. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53337. __decorate([
  53338. BABYLON.serialize()
  53339. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53340. return DirectionalLight;
  53341. }(BABYLON.ShadowLight));
  53342. BABYLON.DirectionalLight = DirectionalLight;
  53343. })(BABYLON || (BABYLON = {}));
  53344. //# sourceMappingURL=babylon.directionalLight.js.map
  53345. var BABYLON;
  53346. (function (BABYLON) {
  53347. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53348. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53349. });
  53350. /**
  53351. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53352. * These values define a cone of light starting from the position, emitting toward the direction.
  53353. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53354. * and the exponent defines the speed of the decay of the light with distance (reach).
  53355. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53356. */
  53357. var SpotLight = /** @class */ (function (_super) {
  53358. __extends(SpotLight, _super);
  53359. /**
  53360. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53361. * It can cast shadows.
  53362. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53363. * @param name The light friendly name
  53364. * @param position The position of the spot light in the scene
  53365. * @param direction The direction of the light in the scene
  53366. * @param angle The cone angle of the light in Radians
  53367. * @param exponent The light decay speed with the distance from the emission spot
  53368. * @param scene The scene the lights belongs to
  53369. */
  53370. function SpotLight(name, position, direction, angle, exponent, scene) {
  53371. var _this = _super.call(this, name, scene) || this;
  53372. _this._innerAngle = 0;
  53373. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53374. _this._projectionTextureLightNear = 1e-6;
  53375. _this._projectionTextureLightFar = 1000.0;
  53376. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53377. _this._projectionTextureViewLightDirty = true;
  53378. _this._projectionTextureProjectionLightDirty = true;
  53379. _this._projectionTextureDirty = true;
  53380. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53381. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53382. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53383. _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);
  53384. _this.position = position;
  53385. _this.direction = direction;
  53386. _this.angle = angle;
  53387. _this.exponent = exponent;
  53388. return _this;
  53389. }
  53390. Object.defineProperty(SpotLight.prototype, "angle", {
  53391. /**
  53392. * Gets the cone angle of the spot light in Radians.
  53393. */
  53394. get: function () {
  53395. return this._angle;
  53396. },
  53397. /**
  53398. * Sets the cone angle of the spot light in Radians.
  53399. */
  53400. set: function (value) {
  53401. this._angle = value;
  53402. this._cosHalfAngle = Math.cos(value * 0.5);
  53403. this._projectionTextureProjectionLightDirty = true;
  53404. this.forceProjectionMatrixCompute();
  53405. this._computeAngleValues();
  53406. },
  53407. enumerable: true,
  53408. configurable: true
  53409. });
  53410. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53411. /**
  53412. * Only used in gltf falloff mode, this defines the angle where
  53413. * the directional falloff will start before cutting at angle which could be seen
  53414. * as outer angle.
  53415. */
  53416. get: function () {
  53417. return this._innerAngle;
  53418. },
  53419. /**
  53420. * Only used in gltf falloff mode, this defines the angle where
  53421. * the directional falloff will start before cutting at angle which could be seen
  53422. * as outer angle.
  53423. */
  53424. set: function (value) {
  53425. this._innerAngle = value;
  53426. this._computeAngleValues();
  53427. },
  53428. enumerable: true,
  53429. configurable: true
  53430. });
  53431. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53432. /**
  53433. * Allows scaling the angle of the light for shadow generation only.
  53434. */
  53435. get: function () {
  53436. return this._shadowAngleScale;
  53437. },
  53438. /**
  53439. * Allows scaling the angle of the light for shadow generation only.
  53440. */
  53441. set: function (value) {
  53442. this._shadowAngleScale = value;
  53443. this.forceProjectionMatrixCompute();
  53444. },
  53445. enumerable: true,
  53446. configurable: true
  53447. });
  53448. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53449. /**
  53450. * Allows reading the projecton texture
  53451. */
  53452. get: function () {
  53453. return this._projectionTextureMatrix;
  53454. },
  53455. enumerable: true,
  53456. configurable: true
  53457. });
  53458. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53459. /**
  53460. * Gets the near clip of the Spotlight for texture projection.
  53461. */
  53462. get: function () {
  53463. return this._projectionTextureLightNear;
  53464. },
  53465. /**
  53466. * Sets the near clip of the Spotlight for texture projection.
  53467. */
  53468. set: function (value) {
  53469. this._projectionTextureLightNear = value;
  53470. this._projectionTextureProjectionLightDirty = true;
  53471. },
  53472. enumerable: true,
  53473. configurable: true
  53474. });
  53475. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53476. /**
  53477. * Gets the far clip of the Spotlight for texture projection.
  53478. */
  53479. get: function () {
  53480. return this._projectionTextureLightFar;
  53481. },
  53482. /**
  53483. * Sets the far clip of the Spotlight for texture projection.
  53484. */
  53485. set: function (value) {
  53486. this._projectionTextureLightFar = value;
  53487. this._projectionTextureProjectionLightDirty = true;
  53488. },
  53489. enumerable: true,
  53490. configurable: true
  53491. });
  53492. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53493. /**
  53494. * Gets the Up vector of the Spotlight for texture projection.
  53495. */
  53496. get: function () {
  53497. return this._projectionTextureUpDirection;
  53498. },
  53499. /**
  53500. * Sets the Up vector of the Spotlight for texture projection.
  53501. */
  53502. set: function (value) {
  53503. this._projectionTextureUpDirection = value;
  53504. this._projectionTextureProjectionLightDirty = true;
  53505. },
  53506. enumerable: true,
  53507. configurable: true
  53508. });
  53509. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53510. /**
  53511. * Gets the projection texture of the light.
  53512. */
  53513. get: function () {
  53514. return this._projectionTexture;
  53515. },
  53516. /**
  53517. * Sets the projection texture of the light.
  53518. */
  53519. set: function (value) {
  53520. this._projectionTexture = value;
  53521. this._projectionTextureDirty = true;
  53522. },
  53523. enumerable: true,
  53524. configurable: true
  53525. });
  53526. /**
  53527. * Returns the string "SpotLight".
  53528. * @returns the class name
  53529. */
  53530. SpotLight.prototype.getClassName = function () {
  53531. return "SpotLight";
  53532. };
  53533. /**
  53534. * Returns the integer 2.
  53535. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53536. */
  53537. SpotLight.prototype.getTypeID = function () {
  53538. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53539. };
  53540. /**
  53541. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53542. */
  53543. SpotLight.prototype._setDirection = function (value) {
  53544. _super.prototype._setDirection.call(this, value);
  53545. this._projectionTextureViewLightDirty = true;
  53546. };
  53547. /**
  53548. * Overrides the position setter to recompute the projection texture view light Matrix.
  53549. */
  53550. SpotLight.prototype._setPosition = function (value) {
  53551. _super.prototype._setPosition.call(this, value);
  53552. this._projectionTextureViewLightDirty = true;
  53553. };
  53554. /**
  53555. * 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.
  53556. * Returns the SpotLight.
  53557. */
  53558. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53559. var activeCamera = this.getScene().activeCamera;
  53560. if (!activeCamera) {
  53561. return;
  53562. }
  53563. this._shadowAngleScale = this._shadowAngleScale || 1;
  53564. var angle = this._shadowAngleScale * this._angle;
  53565. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53566. };
  53567. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53568. this._projectionTextureViewLightDirty = false;
  53569. this._projectionTextureDirty = true;
  53570. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53571. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53572. };
  53573. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53574. this._projectionTextureProjectionLightDirty = false;
  53575. this._projectionTextureDirty = true;
  53576. var light_far = this.projectionTextureLightFar;
  53577. var light_near = this.projectionTextureLightNear;
  53578. var P = light_far / (light_far - light_near);
  53579. var Q = -P * light_near;
  53580. var S = 1.0 / Math.tan(this._angle / 2.0);
  53581. var A = 1.0;
  53582. 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);
  53583. };
  53584. /**
  53585. * Main function for light texture projection matrix computing.
  53586. */
  53587. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53588. this._projectionTextureDirty = false;
  53589. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53590. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53591. };
  53592. SpotLight.prototype._buildUniformLayout = function () {
  53593. this._uniformBuffer.addUniform("vLightData", 4);
  53594. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53595. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53596. this._uniformBuffer.addUniform("vLightDirection", 3);
  53597. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53598. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53599. this._uniformBuffer.addUniform("depthValues", 2);
  53600. this._uniformBuffer.create();
  53601. };
  53602. SpotLight.prototype._computeAngleValues = function () {
  53603. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53604. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53605. };
  53606. /**
  53607. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53608. * @param effect The effect to update
  53609. * @param lightIndex The index of the light in the effect to update
  53610. * @returns The spot light
  53611. */
  53612. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53613. var normalizeDirection;
  53614. if (this.computeTransformedInformation()) {
  53615. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53616. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53617. }
  53618. else {
  53619. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53620. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53621. }
  53622. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53623. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53624. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53625. if (this._projectionTextureViewLightDirty) {
  53626. this._computeProjectionTextureViewLightMatrix();
  53627. }
  53628. if (this._projectionTextureProjectionLightDirty) {
  53629. this._computeProjectionTextureProjectionLightMatrix();
  53630. }
  53631. if (this._projectionTextureDirty) {
  53632. this._computeProjectionTextureMatrix();
  53633. }
  53634. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53635. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53636. }
  53637. return this;
  53638. };
  53639. /**
  53640. * Disposes the light and the associated resources.
  53641. */
  53642. SpotLight.prototype.dispose = function () {
  53643. _super.prototype.dispose.call(this);
  53644. if (this._projectionTexture) {
  53645. this._projectionTexture.dispose();
  53646. }
  53647. };
  53648. /**
  53649. * Prepares the list of defines specific to the light type.
  53650. * @param defines the list of defines
  53651. * @param lightIndex defines the index of the light for the effect
  53652. */
  53653. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53654. defines["SPOTLIGHT" + lightIndex] = true;
  53655. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53656. };
  53657. __decorate([
  53658. BABYLON.serialize()
  53659. ], SpotLight.prototype, "angle", null);
  53660. __decorate([
  53661. BABYLON.serialize()
  53662. ], SpotLight.prototype, "innerAngle", null);
  53663. __decorate([
  53664. BABYLON.serialize()
  53665. ], SpotLight.prototype, "shadowAngleScale", null);
  53666. __decorate([
  53667. BABYLON.serialize()
  53668. ], SpotLight.prototype, "exponent", void 0);
  53669. __decorate([
  53670. BABYLON.serialize()
  53671. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53672. __decorate([
  53673. BABYLON.serialize()
  53674. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53675. __decorate([
  53676. BABYLON.serialize()
  53677. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53678. __decorate([
  53679. BABYLON.serializeAsTexture("projectedLightTexture")
  53680. ], SpotLight.prototype, "_projectionTexture", void 0);
  53681. return SpotLight;
  53682. }(BABYLON.ShadowLight));
  53683. BABYLON.SpotLight = SpotLight;
  53684. })(BABYLON || (BABYLON = {}));
  53685. //# sourceMappingURL=babylon.spotLight.js.map
  53686. var BABYLON;
  53687. (function (BABYLON) {
  53688. /**
  53689. * Class used to override all child animations of a given target
  53690. */
  53691. var AnimationPropertiesOverride = /** @class */ (function () {
  53692. function AnimationPropertiesOverride() {
  53693. /**
  53694. * Gets or sets a value indicating if animation blending must be used
  53695. */
  53696. this.enableBlending = false;
  53697. /**
  53698. * Gets or sets the blending speed to use when enableBlending is true
  53699. */
  53700. this.blendingSpeed = 0.01;
  53701. /**
  53702. * Gets or sets the default loop mode to use
  53703. */
  53704. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53705. }
  53706. return AnimationPropertiesOverride;
  53707. }());
  53708. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53709. })(BABYLON || (BABYLON = {}));
  53710. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53711. var BABYLON;
  53712. (function (BABYLON) {
  53713. /**
  53714. * Represents the range of an animation
  53715. */
  53716. var AnimationRange = /** @class */ (function () {
  53717. /**
  53718. * Initializes the range of an animation
  53719. * @param name The name of the animation range
  53720. * @param from The starting frame of the animation
  53721. * @param to The ending frame of the animation
  53722. */
  53723. function AnimationRange(
  53724. /**The name of the animation range**/
  53725. name,
  53726. /**The starting frame of the animation */
  53727. from,
  53728. /**The ending frame of the animation*/
  53729. to) {
  53730. this.name = name;
  53731. this.from = from;
  53732. this.to = to;
  53733. }
  53734. /**
  53735. * Makes a copy of the animation range
  53736. * @returns A copy of the animation range
  53737. */
  53738. AnimationRange.prototype.clone = function () {
  53739. return new AnimationRange(this.name, this.from, this.to);
  53740. };
  53741. return AnimationRange;
  53742. }());
  53743. BABYLON.AnimationRange = AnimationRange;
  53744. /**
  53745. * Composed of a frame, and an action function
  53746. */
  53747. var AnimationEvent = /** @class */ (function () {
  53748. /**
  53749. * Initializes the animation event
  53750. * @param frame The frame for which the event is triggered
  53751. * @param action The event to perform when triggered
  53752. * @param onlyOnce Specifies if the event should be triggered only once
  53753. */
  53754. function AnimationEvent(
  53755. /** The frame for which the event is triggered **/
  53756. frame,
  53757. /** The event to perform when triggered **/
  53758. action,
  53759. /** Specifies if the event should be triggered only once**/
  53760. onlyOnce) {
  53761. this.frame = frame;
  53762. this.action = action;
  53763. this.onlyOnce = onlyOnce;
  53764. /**
  53765. * Specifies if the animation event is done
  53766. */
  53767. this.isDone = false;
  53768. }
  53769. /** @hidden */
  53770. AnimationEvent.prototype._clone = function () {
  53771. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53772. };
  53773. return AnimationEvent;
  53774. }());
  53775. BABYLON.AnimationEvent = AnimationEvent;
  53776. /**
  53777. * A cursor which tracks a point on a path
  53778. */
  53779. var PathCursor = /** @class */ (function () {
  53780. /**
  53781. * Initializes the path cursor
  53782. * @param path The path to track
  53783. */
  53784. function PathCursor(path) {
  53785. this.path = path;
  53786. /**
  53787. * Stores path cursor callbacks for when an onchange event is triggered
  53788. */
  53789. this._onchange = new Array();
  53790. /**
  53791. * The value of the path cursor
  53792. */
  53793. this.value = 0;
  53794. /**
  53795. * The animation array of the path cursor
  53796. */
  53797. this.animations = new Array();
  53798. }
  53799. /**
  53800. * Gets the cursor point on the path
  53801. * @returns A point on the path cursor at the cursor location
  53802. */
  53803. PathCursor.prototype.getPoint = function () {
  53804. var point = this.path.getPointAtLengthPosition(this.value);
  53805. return new BABYLON.Vector3(point.x, 0, point.y);
  53806. };
  53807. /**
  53808. * Moves the cursor ahead by the step amount
  53809. * @param step The amount to move the cursor forward
  53810. * @returns This path cursor
  53811. */
  53812. PathCursor.prototype.moveAhead = function (step) {
  53813. if (step === void 0) { step = 0.002; }
  53814. this.move(step);
  53815. return this;
  53816. };
  53817. /**
  53818. * Moves the cursor behind by the step amount
  53819. * @param step The amount to move the cursor back
  53820. * @returns This path cursor
  53821. */
  53822. PathCursor.prototype.moveBack = function (step) {
  53823. if (step === void 0) { step = 0.002; }
  53824. this.move(-step);
  53825. return this;
  53826. };
  53827. /**
  53828. * Moves the cursor by the step amount
  53829. * If the step amount is greater than one, an exception is thrown
  53830. * @param step The amount to move the cursor
  53831. * @returns This path cursor
  53832. */
  53833. PathCursor.prototype.move = function (step) {
  53834. if (Math.abs(step) > 1) {
  53835. throw "step size should be less than 1.";
  53836. }
  53837. this.value += step;
  53838. this.ensureLimits();
  53839. this.raiseOnChange();
  53840. return this;
  53841. };
  53842. /**
  53843. * Ensures that the value is limited between zero and one
  53844. * @returns This path cursor
  53845. */
  53846. PathCursor.prototype.ensureLimits = function () {
  53847. while (this.value > 1) {
  53848. this.value -= 1;
  53849. }
  53850. while (this.value < 0) {
  53851. this.value += 1;
  53852. }
  53853. return this;
  53854. };
  53855. /**
  53856. * Runs onchange callbacks on change (used by the animation engine)
  53857. * @returns This path cursor
  53858. */
  53859. PathCursor.prototype.raiseOnChange = function () {
  53860. var _this = this;
  53861. this._onchange.forEach(function (f) { return f(_this); });
  53862. return this;
  53863. };
  53864. /**
  53865. * Executes a function on change
  53866. * @param f A path cursor onchange callback
  53867. * @returns This path cursor
  53868. */
  53869. PathCursor.prototype.onchange = function (f) {
  53870. this._onchange.push(f);
  53871. return this;
  53872. };
  53873. return PathCursor;
  53874. }());
  53875. BABYLON.PathCursor = PathCursor;
  53876. /**
  53877. * Enum for the animation key frame interpolation type
  53878. */
  53879. var AnimationKeyInterpolation;
  53880. (function (AnimationKeyInterpolation) {
  53881. /**
  53882. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53883. */
  53884. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53885. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53886. /**
  53887. * Class used to store any kind of animation
  53888. */
  53889. var Animation = /** @class */ (function () {
  53890. /**
  53891. * Initializes the animation
  53892. * @param name Name of the animation
  53893. * @param targetProperty Property to animate
  53894. * @param framePerSecond The frames per second of the animation
  53895. * @param dataType The data type of the animation
  53896. * @param loopMode The loop mode of the animation
  53897. * @param enableBlendings Specifies if blending should be enabled
  53898. */
  53899. function Animation(
  53900. /**Name of the animation */
  53901. name,
  53902. /**Property to animate */
  53903. targetProperty,
  53904. /**The frames per second of the animation */
  53905. framePerSecond,
  53906. /**The data type of the animation */
  53907. dataType,
  53908. /**The loop mode of the animation */
  53909. loopMode,
  53910. /**Specifies if blending should be enabled */
  53911. enableBlending) {
  53912. this.name = name;
  53913. this.targetProperty = targetProperty;
  53914. this.framePerSecond = framePerSecond;
  53915. this.dataType = dataType;
  53916. this.loopMode = loopMode;
  53917. this.enableBlending = enableBlending;
  53918. /**
  53919. * @hidden Internal use only
  53920. */
  53921. this._runtimeAnimations = new Array();
  53922. /**
  53923. * The set of event that will be linked to this animation
  53924. */
  53925. this._events = new Array();
  53926. /**
  53927. * Stores the blending speed of the animation
  53928. */
  53929. this.blendingSpeed = 0.01;
  53930. /**
  53931. * Stores the animation ranges for the animation
  53932. */
  53933. this._ranges = {};
  53934. this.targetPropertyPath = targetProperty.split(".");
  53935. this.dataType = dataType;
  53936. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53937. }
  53938. /**
  53939. * @hidden Internal use
  53940. */
  53941. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53942. var dataType = undefined;
  53943. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53944. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53945. }
  53946. else if (from instanceof BABYLON.Quaternion) {
  53947. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53948. }
  53949. else if (from instanceof BABYLON.Vector3) {
  53950. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53951. }
  53952. else if (from instanceof BABYLON.Vector2) {
  53953. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53954. }
  53955. else if (from instanceof BABYLON.Color3) {
  53956. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53957. }
  53958. else if (from instanceof BABYLON.Size) {
  53959. dataType = Animation.ANIMATIONTYPE_SIZE;
  53960. }
  53961. if (dataType == undefined) {
  53962. return null;
  53963. }
  53964. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53965. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53966. animation.setKeys(keys);
  53967. if (easingFunction !== undefined) {
  53968. animation.setEasingFunction(easingFunction);
  53969. }
  53970. return animation;
  53971. };
  53972. /**
  53973. * Sets up an animation
  53974. * @param property The property to animate
  53975. * @param animationType The animation type to apply
  53976. * @param framePerSecond The frames per second of the animation
  53977. * @param easingFunction The easing function used in the animation
  53978. * @returns The created animation
  53979. */
  53980. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53981. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53982. animation.setEasingFunction(easingFunction);
  53983. return animation;
  53984. };
  53985. /**
  53986. * Create and start an animation on a node
  53987. * @param name defines the name of the global animation that will be run on all nodes
  53988. * @param node defines the root node where the animation will take place
  53989. * @param targetProperty defines property to animate
  53990. * @param framePerSecond defines the number of frame per second yo use
  53991. * @param totalFrame defines the number of frames in total
  53992. * @param from defines the initial value
  53993. * @param to defines the final value
  53994. * @param loopMode defines which loop mode you want to use (off by default)
  53995. * @param easingFunction defines the easing function to use (linear by default)
  53996. * @param onAnimationEnd defines the callback to call when animation end
  53997. * @returns the animatable created for this animation
  53998. */
  53999. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54000. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54001. if (!animation) {
  54002. return null;
  54003. }
  54004. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54005. };
  54006. /**
  54007. * Create and start an animation on a node and its descendants
  54008. * @param name defines the name of the global animation that will be run on all nodes
  54009. * @param node defines the root node where the animation will take place
  54010. * @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
  54011. * @param targetProperty defines property to animate
  54012. * @param framePerSecond defines the number of frame per second to use
  54013. * @param totalFrame defines the number of frames in total
  54014. * @param from defines the initial value
  54015. * @param to defines the final value
  54016. * @param loopMode defines which loop mode you want to use (off by default)
  54017. * @param easingFunction defines the easing function to use (linear by default)
  54018. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54019. * @returns the list of animatables created for all nodes
  54020. * @example https://www.babylonjs-playground.com/#MH0VLI
  54021. */
  54022. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54023. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54024. if (!animation) {
  54025. return null;
  54026. }
  54027. var scene = node.getScene();
  54028. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54029. };
  54030. /**
  54031. * Creates a new animation, merges it with the existing animations and starts it
  54032. * @param name Name of the animation
  54033. * @param node Node which contains the scene that begins the animations
  54034. * @param targetProperty Specifies which property to animate
  54035. * @param framePerSecond The frames per second of the animation
  54036. * @param totalFrame The total number of frames
  54037. * @param from The frame at the beginning of the animation
  54038. * @param to The frame at the end of the animation
  54039. * @param loopMode Specifies the loop mode of the animation
  54040. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54041. * @param onAnimationEnd Callback to run once the animation is complete
  54042. * @returns Nullable animation
  54043. */
  54044. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54045. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54046. if (!animation) {
  54047. return null;
  54048. }
  54049. node.animations.push(animation);
  54050. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54051. };
  54052. /**
  54053. * Transition property of an host to the target Value
  54054. * @param property The property to transition
  54055. * @param targetValue The target Value of the property
  54056. * @param host The object where the property to animate belongs
  54057. * @param scene Scene used to run the animation
  54058. * @param frameRate Framerate (in frame/s) to use
  54059. * @param transition The transition type we want to use
  54060. * @param duration The duration of the animation, in milliseconds
  54061. * @param onAnimationEnd Callback trigger at the end of the animation
  54062. * @returns Nullable animation
  54063. */
  54064. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54065. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54066. if (duration <= 0) {
  54067. host[property] = targetValue;
  54068. if (onAnimationEnd) {
  54069. onAnimationEnd();
  54070. }
  54071. return null;
  54072. }
  54073. var endFrame = frameRate * (duration / 1000);
  54074. transition.setKeys([{
  54075. frame: 0,
  54076. value: host[property].clone ? host[property].clone() : host[property]
  54077. },
  54078. {
  54079. frame: endFrame,
  54080. value: targetValue
  54081. }]);
  54082. if (!host.animations) {
  54083. host.animations = [];
  54084. }
  54085. host.animations.push(transition);
  54086. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54087. animation.onAnimationEnd = onAnimationEnd;
  54088. return animation;
  54089. };
  54090. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54091. /**
  54092. * Return the array of runtime animations currently using this animation
  54093. */
  54094. get: function () {
  54095. return this._runtimeAnimations;
  54096. },
  54097. enumerable: true,
  54098. configurable: true
  54099. });
  54100. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54101. /**
  54102. * Specifies if any of the runtime animations are currently running
  54103. */
  54104. get: function () {
  54105. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54106. var runtimeAnimation = _a[_i];
  54107. if (!runtimeAnimation.isStopped) {
  54108. return true;
  54109. }
  54110. }
  54111. return false;
  54112. },
  54113. enumerable: true,
  54114. configurable: true
  54115. });
  54116. // Methods
  54117. /**
  54118. * Converts the animation to a string
  54119. * @param fullDetails support for multiple levels of logging within scene loading
  54120. * @returns String form of the animation
  54121. */
  54122. Animation.prototype.toString = function (fullDetails) {
  54123. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54124. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54125. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54126. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54127. if (fullDetails) {
  54128. ret += ", Ranges: {";
  54129. var first = true;
  54130. for (var name in this._ranges) {
  54131. if (first) {
  54132. ret += ", ";
  54133. first = false;
  54134. }
  54135. ret += name;
  54136. }
  54137. ret += "}";
  54138. }
  54139. return ret;
  54140. };
  54141. /**
  54142. * Add an event to this animation
  54143. * @param event Event to add
  54144. */
  54145. Animation.prototype.addEvent = function (event) {
  54146. this._events.push(event);
  54147. };
  54148. /**
  54149. * Remove all events found at the given frame
  54150. * @param frame The frame to remove events from
  54151. */
  54152. Animation.prototype.removeEvents = function (frame) {
  54153. for (var index = 0; index < this._events.length; index++) {
  54154. if (this._events[index].frame === frame) {
  54155. this._events.splice(index, 1);
  54156. index--;
  54157. }
  54158. }
  54159. };
  54160. /**
  54161. * Retrieves all the events from the animation
  54162. * @returns Events from the animation
  54163. */
  54164. Animation.prototype.getEvents = function () {
  54165. return this._events;
  54166. };
  54167. /**
  54168. * Creates an animation range
  54169. * @param name Name of the animation range
  54170. * @param from Starting frame of the animation range
  54171. * @param to Ending frame of the animation
  54172. */
  54173. Animation.prototype.createRange = function (name, from, to) {
  54174. // check name not already in use; could happen for bones after serialized
  54175. if (!this._ranges[name]) {
  54176. this._ranges[name] = new AnimationRange(name, from, to);
  54177. }
  54178. };
  54179. /**
  54180. * Deletes an animation range by name
  54181. * @param name Name of the animation range to delete
  54182. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54183. */
  54184. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54185. if (deleteFrames === void 0) { deleteFrames = true; }
  54186. var range = this._ranges[name];
  54187. if (!range) {
  54188. return;
  54189. }
  54190. if (deleteFrames) {
  54191. var from = range.from;
  54192. var to = range.to;
  54193. // this loop MUST go high to low for multiple splices to work
  54194. for (var key = this._keys.length - 1; key >= 0; key--) {
  54195. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54196. this._keys.splice(key, 1);
  54197. }
  54198. }
  54199. }
  54200. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54201. };
  54202. /**
  54203. * Gets the animation range by name, or null if not defined
  54204. * @param name Name of the animation range
  54205. * @returns Nullable animation range
  54206. */
  54207. Animation.prototype.getRange = function (name) {
  54208. return this._ranges[name];
  54209. };
  54210. /**
  54211. * Gets the key frames from the animation
  54212. * @returns The key frames of the animation
  54213. */
  54214. Animation.prototype.getKeys = function () {
  54215. return this._keys;
  54216. };
  54217. /**
  54218. * Gets the highest frame rate of the animation
  54219. * @returns Highest frame rate of the animation
  54220. */
  54221. Animation.prototype.getHighestFrame = function () {
  54222. var ret = 0;
  54223. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54224. if (ret < this._keys[key].frame) {
  54225. ret = this._keys[key].frame;
  54226. }
  54227. }
  54228. return ret;
  54229. };
  54230. /**
  54231. * Gets the easing function of the animation
  54232. * @returns Easing function of the animation
  54233. */
  54234. Animation.prototype.getEasingFunction = function () {
  54235. return this._easingFunction;
  54236. };
  54237. /**
  54238. * Sets the easing function of the animation
  54239. * @param easingFunction A custom mathematical formula for animation
  54240. */
  54241. Animation.prototype.setEasingFunction = function (easingFunction) {
  54242. this._easingFunction = easingFunction;
  54243. };
  54244. /**
  54245. * Interpolates a scalar linearly
  54246. * @param startValue Start value of the animation curve
  54247. * @param endValue End value of the animation curve
  54248. * @param gradient Scalar amount to interpolate
  54249. * @returns Interpolated scalar value
  54250. */
  54251. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54252. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54253. };
  54254. /**
  54255. * Interpolates a scalar cubically
  54256. * @param startValue Start value of the animation curve
  54257. * @param outTangent End tangent of the animation
  54258. * @param endValue End value of the animation curve
  54259. * @param inTangent Start tangent of the animation curve
  54260. * @param gradient Scalar amount to interpolate
  54261. * @returns Interpolated scalar value
  54262. */
  54263. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54264. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54265. };
  54266. /**
  54267. * Interpolates a quaternion using a spherical linear interpolation
  54268. * @param startValue Start value of the animation curve
  54269. * @param endValue End value of the animation curve
  54270. * @param gradient Scalar amount to interpolate
  54271. * @returns Interpolated quaternion value
  54272. */
  54273. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54274. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54275. };
  54276. /**
  54277. * Interpolates a quaternion cubically
  54278. * @param startValue Start value of the animation curve
  54279. * @param outTangent End tangent of the animation curve
  54280. * @param endValue End value of the animation curve
  54281. * @param inTangent Start tangent of the animation curve
  54282. * @param gradient Scalar amount to interpolate
  54283. * @returns Interpolated quaternion value
  54284. */
  54285. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54286. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54287. };
  54288. /**
  54289. * Interpolates a Vector3 linearl
  54290. * @param startValue Start value of the animation curve
  54291. * @param endValue End value of the animation curve
  54292. * @param gradient Scalar amount to interpolate
  54293. * @returns Interpolated scalar value
  54294. */
  54295. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54296. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54297. };
  54298. /**
  54299. * Interpolates a Vector3 cubically
  54300. * @param startValue Start value of the animation curve
  54301. * @param outTangent End tangent of the animation
  54302. * @param endValue End value of the animation curve
  54303. * @param inTangent Start tangent of the animation curve
  54304. * @param gradient Scalar amount to interpolate
  54305. * @returns InterpolatedVector3 value
  54306. */
  54307. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54308. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54309. };
  54310. /**
  54311. * Interpolates a Vector2 linearly
  54312. * @param startValue Start value of the animation curve
  54313. * @param endValue End value of the animation curve
  54314. * @param gradient Scalar amount to interpolate
  54315. * @returns Interpolated Vector2 value
  54316. */
  54317. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54318. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54319. };
  54320. /**
  54321. * Interpolates a Vector2 cubically
  54322. * @param startValue Start value of the animation curve
  54323. * @param outTangent End tangent of the animation
  54324. * @param endValue End value of the animation curve
  54325. * @param inTangent Start tangent of the animation curve
  54326. * @param gradient Scalar amount to interpolate
  54327. * @returns Interpolated Vector2 value
  54328. */
  54329. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54330. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54331. };
  54332. /**
  54333. * Interpolates a size linearly
  54334. * @param startValue Start value of the animation curve
  54335. * @param endValue End value of the animation curve
  54336. * @param gradient Scalar amount to interpolate
  54337. * @returns Interpolated Size value
  54338. */
  54339. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54340. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54341. };
  54342. /**
  54343. * Interpolates a Color3 linearly
  54344. * @param startValue Start value of the animation curve
  54345. * @param endValue End value of the animation curve
  54346. * @param gradient Scalar amount to interpolate
  54347. * @returns Interpolated Color3 value
  54348. */
  54349. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54350. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54351. };
  54352. /**
  54353. * @hidden Internal use only
  54354. */
  54355. Animation.prototype._getKeyValue = function (value) {
  54356. if (typeof value === "function") {
  54357. return value();
  54358. }
  54359. return value;
  54360. };
  54361. /**
  54362. * @hidden Internal use only
  54363. */
  54364. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54365. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54366. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54367. }
  54368. var keys = this.getKeys();
  54369. // Try to get a hash to find the right key
  54370. 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));
  54371. if (keys[startKeyIndex].frame >= currentFrame) {
  54372. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54373. startKeyIndex--;
  54374. }
  54375. }
  54376. for (var key = startKeyIndex; key < keys.length; key++) {
  54377. var endKey = keys[key + 1];
  54378. if (endKey.frame >= currentFrame) {
  54379. var startKey = keys[key];
  54380. var startValue = this._getKeyValue(startKey.value);
  54381. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54382. return startValue;
  54383. }
  54384. var endValue = this._getKeyValue(endKey.value);
  54385. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54386. var frameDelta = endKey.frame - startKey.frame;
  54387. // gradient : percent of currentFrame between the frame inf and the frame sup
  54388. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54389. // check for easingFunction and correction of gradient
  54390. var easingFunction = this.getEasingFunction();
  54391. if (easingFunction != null) {
  54392. gradient = easingFunction.ease(gradient);
  54393. }
  54394. switch (this.dataType) {
  54395. // Float
  54396. case Animation.ANIMATIONTYPE_FLOAT:
  54397. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54398. switch (loopMode) {
  54399. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54400. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54401. return floatValue;
  54402. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54403. return offsetValue * repeatCount + floatValue;
  54404. }
  54405. break;
  54406. // Quaternion
  54407. case Animation.ANIMATIONTYPE_QUATERNION:
  54408. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54409. switch (loopMode) {
  54410. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54411. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54412. return quatValue;
  54413. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54414. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54415. }
  54416. return quatValue;
  54417. // Vector3
  54418. case Animation.ANIMATIONTYPE_VECTOR3:
  54419. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54420. switch (loopMode) {
  54421. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54422. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54423. return vec3Value;
  54424. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54425. return vec3Value.add(offsetValue.scale(repeatCount));
  54426. }
  54427. // Vector2
  54428. case Animation.ANIMATIONTYPE_VECTOR2:
  54429. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54430. switch (loopMode) {
  54431. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54432. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54433. return vec2Value;
  54434. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54435. return vec2Value.add(offsetValue.scale(repeatCount));
  54436. }
  54437. // Size
  54438. case Animation.ANIMATIONTYPE_SIZE:
  54439. switch (loopMode) {
  54440. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54441. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54442. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54443. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54444. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54445. }
  54446. // Color3
  54447. case Animation.ANIMATIONTYPE_COLOR3:
  54448. switch (loopMode) {
  54449. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54450. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54451. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54452. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54453. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54454. }
  54455. // Matrix
  54456. case Animation.ANIMATIONTYPE_MATRIX:
  54457. switch (loopMode) {
  54458. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54459. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54460. if (Animation.AllowMatricesInterpolation) {
  54461. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54462. }
  54463. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54464. return startValue;
  54465. }
  54466. default:
  54467. break;
  54468. }
  54469. break;
  54470. }
  54471. }
  54472. return this._getKeyValue(keys[keys.length - 1].value);
  54473. };
  54474. /**
  54475. * Defines the function to use to interpolate matrices
  54476. * @param startValue defines the start matrix
  54477. * @param endValue defines the end matrix
  54478. * @param gradient defines the gradient between both matrices
  54479. * @param result defines an optional target matrix where to store the interpolation
  54480. * @returns the interpolated matrix
  54481. */
  54482. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54483. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54484. if (result) {
  54485. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54486. return result;
  54487. }
  54488. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54489. }
  54490. if (result) {
  54491. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54492. return result;
  54493. }
  54494. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54495. };
  54496. /**
  54497. * Makes a copy of the animation
  54498. * @returns Cloned animation
  54499. */
  54500. Animation.prototype.clone = function () {
  54501. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54502. clone.enableBlending = this.enableBlending;
  54503. clone.blendingSpeed = this.blendingSpeed;
  54504. if (this._keys) {
  54505. clone.setKeys(this._keys);
  54506. }
  54507. if (this._ranges) {
  54508. clone._ranges = {};
  54509. for (var name in this._ranges) {
  54510. var range = this._ranges[name];
  54511. if (!range) {
  54512. continue;
  54513. }
  54514. clone._ranges[name] = range.clone();
  54515. }
  54516. }
  54517. return clone;
  54518. };
  54519. /**
  54520. * Sets the key frames of the animation
  54521. * @param values The animation key frames to set
  54522. */
  54523. Animation.prototype.setKeys = function (values) {
  54524. this._keys = values.slice(0);
  54525. };
  54526. /**
  54527. * Serializes the animation to an object
  54528. * @returns Serialized object
  54529. */
  54530. Animation.prototype.serialize = function () {
  54531. var serializationObject = {};
  54532. serializationObject.name = this.name;
  54533. serializationObject.property = this.targetProperty;
  54534. serializationObject.framePerSecond = this.framePerSecond;
  54535. serializationObject.dataType = this.dataType;
  54536. serializationObject.loopBehavior = this.loopMode;
  54537. serializationObject.enableBlending = this.enableBlending;
  54538. serializationObject.blendingSpeed = this.blendingSpeed;
  54539. var dataType = this.dataType;
  54540. serializationObject.keys = [];
  54541. var keys = this.getKeys();
  54542. for (var index = 0; index < keys.length; index++) {
  54543. var animationKey = keys[index];
  54544. var key = {};
  54545. key.frame = animationKey.frame;
  54546. switch (dataType) {
  54547. case Animation.ANIMATIONTYPE_FLOAT:
  54548. key.values = [animationKey.value];
  54549. break;
  54550. case Animation.ANIMATIONTYPE_QUATERNION:
  54551. case Animation.ANIMATIONTYPE_MATRIX:
  54552. case Animation.ANIMATIONTYPE_VECTOR3:
  54553. case Animation.ANIMATIONTYPE_COLOR3:
  54554. key.values = animationKey.value.asArray();
  54555. break;
  54556. }
  54557. serializationObject.keys.push(key);
  54558. }
  54559. serializationObject.ranges = [];
  54560. for (var name in this._ranges) {
  54561. var source = this._ranges[name];
  54562. if (!source) {
  54563. continue;
  54564. }
  54565. var range = {};
  54566. range.name = name;
  54567. range.from = source.from;
  54568. range.to = source.to;
  54569. serializationObject.ranges.push(range);
  54570. }
  54571. return serializationObject;
  54572. };
  54573. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54574. /**
  54575. * Get the float animation type
  54576. */
  54577. get: function () {
  54578. return Animation._ANIMATIONTYPE_FLOAT;
  54579. },
  54580. enumerable: true,
  54581. configurable: true
  54582. });
  54583. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54584. /**
  54585. * Get the Vector3 animation type
  54586. */
  54587. get: function () {
  54588. return Animation._ANIMATIONTYPE_VECTOR3;
  54589. },
  54590. enumerable: true,
  54591. configurable: true
  54592. });
  54593. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54594. /**
  54595. * Get the Vector2 animation type
  54596. */
  54597. get: function () {
  54598. return Animation._ANIMATIONTYPE_VECTOR2;
  54599. },
  54600. enumerable: true,
  54601. configurable: true
  54602. });
  54603. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54604. /**
  54605. * Get the Size animation type
  54606. */
  54607. get: function () {
  54608. return Animation._ANIMATIONTYPE_SIZE;
  54609. },
  54610. enumerable: true,
  54611. configurable: true
  54612. });
  54613. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54614. /**
  54615. * Get the Quaternion animation type
  54616. */
  54617. get: function () {
  54618. return Animation._ANIMATIONTYPE_QUATERNION;
  54619. },
  54620. enumerable: true,
  54621. configurable: true
  54622. });
  54623. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54624. /**
  54625. * Get the Matrix animation type
  54626. */
  54627. get: function () {
  54628. return Animation._ANIMATIONTYPE_MATRIX;
  54629. },
  54630. enumerable: true,
  54631. configurable: true
  54632. });
  54633. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54634. /**
  54635. * Get the Color3 animation type
  54636. */
  54637. get: function () {
  54638. return Animation._ANIMATIONTYPE_COLOR3;
  54639. },
  54640. enumerable: true,
  54641. configurable: true
  54642. });
  54643. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54644. /**
  54645. * Get the Relative Loop Mode
  54646. */
  54647. get: function () {
  54648. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54649. },
  54650. enumerable: true,
  54651. configurable: true
  54652. });
  54653. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54654. /**
  54655. * Get the Cycle Loop Mode
  54656. */
  54657. get: function () {
  54658. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54659. },
  54660. enumerable: true,
  54661. configurable: true
  54662. });
  54663. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54664. /**
  54665. * Get the Constant Loop Mode
  54666. */
  54667. get: function () {
  54668. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54669. },
  54670. enumerable: true,
  54671. configurable: true
  54672. });
  54673. /** @hidden */
  54674. Animation._UniversalLerp = function (left, right, amount) {
  54675. var constructor = left.constructor;
  54676. if (constructor.Lerp) { // Lerp supported
  54677. return constructor.Lerp(left, right, amount);
  54678. }
  54679. else if (constructor.Slerp) { // Slerp supported
  54680. return constructor.Slerp(left, right, amount);
  54681. }
  54682. else if (left.toFixed) { // Number
  54683. return left * (1.0 - amount) + amount * right;
  54684. }
  54685. else { // Blending not supported
  54686. return right;
  54687. }
  54688. };
  54689. /**
  54690. * Parses an animation object and creates an animation
  54691. * @param parsedAnimation Parsed animation object
  54692. * @returns Animation object
  54693. */
  54694. Animation.Parse = function (parsedAnimation) {
  54695. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54696. var dataType = parsedAnimation.dataType;
  54697. var keys = [];
  54698. var data;
  54699. var index;
  54700. if (parsedAnimation.enableBlending) {
  54701. animation.enableBlending = parsedAnimation.enableBlending;
  54702. }
  54703. if (parsedAnimation.blendingSpeed) {
  54704. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54705. }
  54706. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54707. var key = parsedAnimation.keys[index];
  54708. var inTangent;
  54709. var outTangent;
  54710. switch (dataType) {
  54711. case Animation.ANIMATIONTYPE_FLOAT:
  54712. data = key.values[0];
  54713. if (key.values.length >= 1) {
  54714. inTangent = key.values[1];
  54715. }
  54716. if (key.values.length >= 2) {
  54717. outTangent = key.values[2];
  54718. }
  54719. break;
  54720. case Animation.ANIMATIONTYPE_QUATERNION:
  54721. data = BABYLON.Quaternion.FromArray(key.values);
  54722. if (key.values.length >= 8) {
  54723. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54724. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54725. inTangent = _inTangent;
  54726. }
  54727. }
  54728. if (key.values.length >= 12) {
  54729. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54730. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54731. outTangent = _outTangent;
  54732. }
  54733. }
  54734. break;
  54735. case Animation.ANIMATIONTYPE_MATRIX:
  54736. data = BABYLON.Matrix.FromArray(key.values);
  54737. break;
  54738. case Animation.ANIMATIONTYPE_COLOR3:
  54739. data = BABYLON.Color3.FromArray(key.values);
  54740. break;
  54741. case Animation.ANIMATIONTYPE_VECTOR3:
  54742. default:
  54743. data = BABYLON.Vector3.FromArray(key.values);
  54744. break;
  54745. }
  54746. var keyData = {};
  54747. keyData.frame = key.frame;
  54748. keyData.value = data;
  54749. if (inTangent != undefined) {
  54750. keyData.inTangent = inTangent;
  54751. }
  54752. if (outTangent != undefined) {
  54753. keyData.outTangent = outTangent;
  54754. }
  54755. keys.push(keyData);
  54756. }
  54757. animation.setKeys(keys);
  54758. if (parsedAnimation.ranges) {
  54759. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54760. data = parsedAnimation.ranges[index];
  54761. animation.createRange(data.name, data.from, data.to);
  54762. }
  54763. }
  54764. return animation;
  54765. };
  54766. /**
  54767. * Appends the serialized animations from the source animations
  54768. * @param source Source containing the animations
  54769. * @param destination Target to store the animations
  54770. */
  54771. Animation.AppendSerializedAnimations = function (source, destination) {
  54772. if (source.animations) {
  54773. destination.animations = [];
  54774. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54775. var animation = source.animations[animationIndex];
  54776. destination.animations.push(animation.serialize());
  54777. }
  54778. }
  54779. };
  54780. /**
  54781. * Use matrix interpolation instead of using direct key value when animating matrices
  54782. */
  54783. Animation.AllowMatricesInterpolation = false;
  54784. /**
  54785. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54786. */
  54787. Animation.AllowMatrixDecomposeForInterpolation = true;
  54788. // Statics
  54789. /**
  54790. * Float animation type
  54791. */
  54792. Animation._ANIMATIONTYPE_FLOAT = 0;
  54793. /**
  54794. * Vector3 animation type
  54795. */
  54796. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54797. /**
  54798. * Quaternion animation type
  54799. */
  54800. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54801. /**
  54802. * Matrix animation type
  54803. */
  54804. Animation._ANIMATIONTYPE_MATRIX = 3;
  54805. /**
  54806. * Color3 animation type
  54807. */
  54808. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54809. /**
  54810. * Vector2 animation type
  54811. */
  54812. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54813. /**
  54814. * Size animation type
  54815. */
  54816. Animation._ANIMATIONTYPE_SIZE = 6;
  54817. /**
  54818. * Relative Loop Mode
  54819. */
  54820. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54821. /**
  54822. * Cycle Loop Mode
  54823. */
  54824. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54825. /**
  54826. * Constant Loop Mode
  54827. */
  54828. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54829. return Animation;
  54830. }());
  54831. BABYLON.Animation = Animation;
  54832. })(BABYLON || (BABYLON = {}));
  54833. //# sourceMappingURL=babylon.animation.js.map
  54834. var BABYLON;
  54835. (function (BABYLON) {
  54836. /**
  54837. * This class defines the direct association between an animation and a target
  54838. */
  54839. var TargetedAnimation = /** @class */ (function () {
  54840. function TargetedAnimation() {
  54841. }
  54842. return TargetedAnimation;
  54843. }());
  54844. BABYLON.TargetedAnimation = TargetedAnimation;
  54845. /**
  54846. * Use this class to create coordinated animations on multiple targets
  54847. */
  54848. var AnimationGroup = /** @class */ (function () {
  54849. /**
  54850. * Instantiates a new Animation Group.
  54851. * This helps managing several animations at once.
  54852. * @see http://doc.babylonjs.com/how_to/group
  54853. * @param name Defines the name of the group
  54854. * @param scene Defines the scene the group belongs to
  54855. */
  54856. function AnimationGroup(
  54857. /** The name of the animation group */
  54858. name, scene) {
  54859. if (scene === void 0) { scene = null; }
  54860. this.name = name;
  54861. this._targetedAnimations = new Array();
  54862. this._animatables = new Array();
  54863. this._from = Number.MAX_VALUE;
  54864. this._to = -Number.MAX_VALUE;
  54865. this._speedRatio = 1;
  54866. /**
  54867. * This observable will notify when one animation have ended.
  54868. */
  54869. this.onAnimationEndObservable = new BABYLON.Observable();
  54870. /**
  54871. * This observable will notify when all animations have ended.
  54872. */
  54873. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54874. /**
  54875. * This observable will notify when all animations have paused.
  54876. */
  54877. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54878. /**
  54879. * This observable will notify when all animations are playing.
  54880. */
  54881. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54882. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54883. this.uniqueId = this._scene.getUniqueId();
  54884. this._scene.animationGroups.push(this);
  54885. }
  54886. Object.defineProperty(AnimationGroup.prototype, "from", {
  54887. /**
  54888. * Gets the first frame
  54889. */
  54890. get: function () {
  54891. return this._from;
  54892. },
  54893. enumerable: true,
  54894. configurable: true
  54895. });
  54896. Object.defineProperty(AnimationGroup.prototype, "to", {
  54897. /**
  54898. * Gets the last frame
  54899. */
  54900. get: function () {
  54901. return this._to;
  54902. },
  54903. enumerable: true,
  54904. configurable: true
  54905. });
  54906. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54907. /**
  54908. * Define if the animations are started
  54909. */
  54910. get: function () {
  54911. return this._isStarted;
  54912. },
  54913. enumerable: true,
  54914. configurable: true
  54915. });
  54916. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54917. /**
  54918. * Gets a value indicating that the current group is playing
  54919. */
  54920. get: function () {
  54921. return this._isStarted && !this._isPaused;
  54922. },
  54923. enumerable: true,
  54924. configurable: true
  54925. });
  54926. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54927. /**
  54928. * Gets or sets the speed ratio to use for all animations
  54929. */
  54930. get: function () {
  54931. return this._speedRatio;
  54932. },
  54933. /**
  54934. * Gets or sets the speed ratio to use for all animations
  54935. */
  54936. set: function (value) {
  54937. if (this._speedRatio === value) {
  54938. return;
  54939. }
  54940. this._speedRatio = value;
  54941. for (var index = 0; index < this._animatables.length; index++) {
  54942. var animatable = this._animatables[index];
  54943. animatable.speedRatio = this._speedRatio;
  54944. }
  54945. },
  54946. enumerable: true,
  54947. configurable: true
  54948. });
  54949. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54950. /**
  54951. * Gets the targeted animations for this animation group
  54952. */
  54953. get: function () {
  54954. return this._targetedAnimations;
  54955. },
  54956. enumerable: true,
  54957. configurable: true
  54958. });
  54959. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54960. /**
  54961. * returning the list of animatables controlled by this animation group.
  54962. */
  54963. get: function () {
  54964. return this._animatables;
  54965. },
  54966. enumerable: true,
  54967. configurable: true
  54968. });
  54969. /**
  54970. * Add an animation (with its target) in the group
  54971. * @param animation defines the animation we want to add
  54972. * @param target defines the target of the animation
  54973. * @returns the TargetedAnimation object
  54974. */
  54975. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54976. var targetedAnimation = {
  54977. animation: animation,
  54978. target: target
  54979. };
  54980. var keys = animation.getKeys();
  54981. if (this._from > keys[0].frame) {
  54982. this._from = keys[0].frame;
  54983. }
  54984. if (this._to < keys[keys.length - 1].frame) {
  54985. this._to = keys[keys.length - 1].frame;
  54986. }
  54987. this._targetedAnimations.push(targetedAnimation);
  54988. return targetedAnimation;
  54989. };
  54990. /**
  54991. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54992. * It can add constant keys at begin or end
  54993. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54994. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54995. * @returns the animation group
  54996. */
  54997. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54998. if (beginFrame === void 0) { beginFrame = null; }
  54999. if (endFrame === void 0) { endFrame = null; }
  55000. if (beginFrame == null) {
  55001. beginFrame = this._from;
  55002. }
  55003. if (endFrame == null) {
  55004. endFrame = this._to;
  55005. }
  55006. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55007. var targetedAnimation = this._targetedAnimations[index];
  55008. var keys = targetedAnimation.animation.getKeys();
  55009. var startKey = keys[0];
  55010. var endKey = keys[keys.length - 1];
  55011. if (startKey.frame > beginFrame) {
  55012. var newKey = {
  55013. frame: beginFrame,
  55014. value: startKey.value,
  55015. inTangent: startKey.inTangent,
  55016. outTangent: startKey.outTangent,
  55017. interpolation: startKey.interpolation
  55018. };
  55019. keys.splice(0, 0, newKey);
  55020. }
  55021. if (endKey.frame < endFrame) {
  55022. var newKey = {
  55023. frame: endFrame,
  55024. value: endKey.value,
  55025. inTangent: endKey.outTangent,
  55026. outTangent: endKey.outTangent,
  55027. interpolation: endKey.interpolation
  55028. };
  55029. keys.push(newKey);
  55030. }
  55031. }
  55032. this._from = beginFrame;
  55033. this._to = endFrame;
  55034. return this;
  55035. };
  55036. /**
  55037. * Start all animations on given targets
  55038. * @param loop defines if animations must loop
  55039. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55040. * @param from defines the from key (optional)
  55041. * @param to defines the to key (optional)
  55042. * @returns the current animation group
  55043. */
  55044. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55045. var _this = this;
  55046. if (loop === void 0) { loop = false; }
  55047. if (speedRatio === void 0) { speedRatio = 1; }
  55048. if (this._isStarted || this._targetedAnimations.length === 0) {
  55049. return this;
  55050. }
  55051. var _loop_1 = function (targetedAnimation) {
  55052. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55053. animatable.onAnimationEnd = function () {
  55054. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55055. _this._checkAnimationGroupEnded(animatable);
  55056. };
  55057. this_1._animatables.push(animatable);
  55058. };
  55059. var this_1 = this;
  55060. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55061. var targetedAnimation = _a[_i];
  55062. _loop_1(targetedAnimation);
  55063. }
  55064. this._speedRatio = speedRatio;
  55065. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55066. this._speedRatio = -speedRatio;
  55067. }
  55068. this._isStarted = true;
  55069. this._isPaused = false;
  55070. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55071. return this;
  55072. };
  55073. /**
  55074. * Pause all animations
  55075. * @returns the animation group
  55076. */
  55077. AnimationGroup.prototype.pause = function () {
  55078. if (!this._isStarted) {
  55079. return this;
  55080. }
  55081. this._isPaused = true;
  55082. for (var index = 0; index < this._animatables.length; index++) {
  55083. var animatable = this._animatables[index];
  55084. animatable.pause();
  55085. }
  55086. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55087. return this;
  55088. };
  55089. /**
  55090. * Play all animations to initial state
  55091. * This function will start() the animations if they were not started or will restart() them if they were paused
  55092. * @param loop defines if animations must loop
  55093. * @returns the animation group
  55094. */
  55095. AnimationGroup.prototype.play = function (loop) {
  55096. // only if all animatables are ready and exist
  55097. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55098. if (loop !== undefined) {
  55099. for (var index = 0; index < this._animatables.length; index++) {
  55100. var animatable = this._animatables[index];
  55101. animatable.loopAnimation = loop;
  55102. }
  55103. }
  55104. this.restart();
  55105. }
  55106. else {
  55107. this.stop();
  55108. this.start(loop, this._speedRatio);
  55109. }
  55110. this._isPaused = false;
  55111. return this;
  55112. };
  55113. /**
  55114. * Reset all animations to initial state
  55115. * @returns the animation group
  55116. */
  55117. AnimationGroup.prototype.reset = function () {
  55118. if (!this._isStarted) {
  55119. return this;
  55120. }
  55121. for (var index = 0; index < this._animatables.length; index++) {
  55122. var animatable = this._animatables[index];
  55123. animatable.reset();
  55124. }
  55125. return this;
  55126. };
  55127. /**
  55128. * Restart animations from key 0
  55129. * @returns the animation group
  55130. */
  55131. AnimationGroup.prototype.restart = function () {
  55132. if (!this._isStarted) {
  55133. return this;
  55134. }
  55135. for (var index = 0; index < this._animatables.length; index++) {
  55136. var animatable = this._animatables[index];
  55137. animatable.restart();
  55138. }
  55139. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55140. return this;
  55141. };
  55142. /**
  55143. * Stop all animations
  55144. * @returns the animation group
  55145. */
  55146. AnimationGroup.prototype.stop = function () {
  55147. if (!this._isStarted) {
  55148. return this;
  55149. }
  55150. var list = this._animatables.slice();
  55151. for (var index = 0; index < list.length; index++) {
  55152. list[index].stop();
  55153. }
  55154. this._isStarted = false;
  55155. return this;
  55156. };
  55157. /**
  55158. * Set animation weight for all animatables
  55159. * @param weight defines the weight to use
  55160. * @return the animationGroup
  55161. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55162. */
  55163. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55164. for (var index = 0; index < this._animatables.length; index++) {
  55165. var animatable = this._animatables[index];
  55166. animatable.weight = weight;
  55167. }
  55168. return this;
  55169. };
  55170. /**
  55171. * Synchronize and normalize all animatables with a source animatable
  55172. * @param root defines the root animatable to synchronize with
  55173. * @return the animationGroup
  55174. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55175. */
  55176. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55177. for (var index = 0; index < this._animatables.length; index++) {
  55178. var animatable = this._animatables[index];
  55179. animatable.syncWith(root);
  55180. }
  55181. return this;
  55182. };
  55183. /**
  55184. * Goes to a specific frame in this animation group
  55185. * @param frame the frame number to go to
  55186. * @return the animationGroup
  55187. */
  55188. AnimationGroup.prototype.goToFrame = function (frame) {
  55189. if (!this._isStarted) {
  55190. return this;
  55191. }
  55192. for (var index = 0; index < this._animatables.length; index++) {
  55193. var animatable = this._animatables[index];
  55194. animatable.goToFrame(frame);
  55195. }
  55196. return this;
  55197. };
  55198. /**
  55199. * Dispose all associated resources
  55200. */
  55201. AnimationGroup.prototype.dispose = function () {
  55202. this._targetedAnimations = [];
  55203. this._animatables = [];
  55204. var index = this._scene.animationGroups.indexOf(this);
  55205. if (index > -1) {
  55206. this._scene.animationGroups.splice(index, 1);
  55207. }
  55208. };
  55209. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55210. // animatable should be taken out of the array
  55211. var idx = this._animatables.indexOf(animatable);
  55212. if (idx > -1) {
  55213. this._animatables.splice(idx, 1);
  55214. }
  55215. // all animatables were removed? animation group ended!
  55216. if (this._animatables.length === 0) {
  55217. this._isStarted = false;
  55218. this.onAnimationGroupEndObservable.notifyObservers(this);
  55219. }
  55220. };
  55221. // Statics
  55222. /**
  55223. * Returns a new AnimationGroup object parsed from the source provided.
  55224. * @param parsedAnimationGroup defines the source
  55225. * @param scene defines the scene that will receive the animationGroup
  55226. * @returns a new AnimationGroup
  55227. */
  55228. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55229. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55230. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55231. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55232. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55233. var id = targetedAnimation.targetId;
  55234. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55235. var morphTarget = scene.getMorphTargetById(id);
  55236. if (morphTarget) {
  55237. animationGroup.addTargetedAnimation(animation, morphTarget);
  55238. }
  55239. }
  55240. else {
  55241. var targetNode = scene.getNodeByID(id);
  55242. if (targetNode != null) {
  55243. animationGroup.addTargetedAnimation(animation, targetNode);
  55244. }
  55245. }
  55246. }
  55247. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55248. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55249. }
  55250. return animationGroup;
  55251. };
  55252. /**
  55253. * Returns the string "AnimationGroup"
  55254. * @returns "AnimationGroup"
  55255. */
  55256. AnimationGroup.prototype.getClassName = function () {
  55257. return "AnimationGroup";
  55258. };
  55259. /**
  55260. * Creates a detailled string about the object
  55261. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55262. * @returns a string representing the object
  55263. */
  55264. AnimationGroup.prototype.toString = function (fullDetails) {
  55265. var ret = "Name: " + this.name;
  55266. ret += ", type: " + this.getClassName();
  55267. if (fullDetails) {
  55268. ret += ", from: " + this._from;
  55269. ret += ", to: " + this._to;
  55270. ret += ", isStarted: " + this._isStarted;
  55271. ret += ", speedRatio: " + this._speedRatio;
  55272. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55273. ret += ", animatables length: " + this._animatables;
  55274. }
  55275. return ret;
  55276. };
  55277. return AnimationGroup;
  55278. }());
  55279. BABYLON.AnimationGroup = AnimationGroup;
  55280. })(BABYLON || (BABYLON = {}));
  55281. //# sourceMappingURL=babylon.animationGroup.js.map
  55282. var BABYLON;
  55283. (function (BABYLON) {
  55284. // Static values to help the garbage collector
  55285. // Quaternion
  55286. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55287. // Vector3
  55288. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55289. // Vector2
  55290. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55291. // Size
  55292. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55293. // Color3
  55294. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55295. /**
  55296. * Defines a runtime animation
  55297. */
  55298. var RuntimeAnimation = /** @class */ (function () {
  55299. /**
  55300. * Create a new RuntimeAnimation object
  55301. * @param target defines the target of the animation
  55302. * @param animation defines the source animation object
  55303. * @param scene defines the hosting scene
  55304. * @param host defines the initiating Animatable
  55305. */
  55306. function RuntimeAnimation(target, animation, scene, host) {
  55307. var _this = this;
  55308. this._events = new Array();
  55309. /**
  55310. * The current frame of the runtime animation
  55311. */
  55312. this._currentFrame = 0;
  55313. /**
  55314. * The original value of the runtime animation
  55315. */
  55316. this._originalValue = new Array();
  55317. /**
  55318. * The offsets cache of the runtime animation
  55319. */
  55320. this._offsetsCache = {};
  55321. /**
  55322. * The high limits cache of the runtime animation
  55323. */
  55324. this._highLimitsCache = {};
  55325. /**
  55326. * Specifies if the runtime animation has been stopped
  55327. */
  55328. this._stopped = false;
  55329. /**
  55330. * The blending factor of the runtime animation
  55331. */
  55332. this._blendingFactor = 0;
  55333. /**
  55334. * The target path of the runtime animation
  55335. */
  55336. this._targetPath = "";
  55337. /**
  55338. * The weight of the runtime animation
  55339. */
  55340. this._weight = 1.0;
  55341. /**
  55342. * The ratio offset of the runtime animation
  55343. */
  55344. this._ratioOffset = 0;
  55345. /**
  55346. * The previous delay of the runtime animation
  55347. */
  55348. this._previousDelay = 0;
  55349. /**
  55350. * The previous ratio of the runtime animation
  55351. */
  55352. this._previousRatio = 0;
  55353. this._animation = animation;
  55354. this._target = target;
  55355. this._scene = scene;
  55356. this._host = host;
  55357. animation._runtimeAnimations.push(this);
  55358. // Cloning events locally
  55359. var events = animation.getEvents();
  55360. if (events && events.length > 0) {
  55361. events.forEach(function (e) {
  55362. _this._events.push(e._clone());
  55363. });
  55364. }
  55365. }
  55366. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55367. /**
  55368. * Gets the current frame of the runtime animation
  55369. */
  55370. get: function () {
  55371. return this._currentFrame;
  55372. },
  55373. enumerable: true,
  55374. configurable: true
  55375. });
  55376. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55377. /**
  55378. * Gets the weight of the runtime animation
  55379. */
  55380. get: function () {
  55381. return this._weight;
  55382. },
  55383. enumerable: true,
  55384. configurable: true
  55385. });
  55386. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55387. /**
  55388. * Gets the current value of the runtime animation
  55389. */
  55390. get: function () {
  55391. return this._currentValue;
  55392. },
  55393. enumerable: true,
  55394. configurable: true
  55395. });
  55396. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55397. /**
  55398. * Gets the target path of the runtime animation
  55399. */
  55400. get: function () {
  55401. return this._targetPath;
  55402. },
  55403. enumerable: true,
  55404. configurable: true
  55405. });
  55406. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55407. /**
  55408. * Gets the actual target of the runtime animation
  55409. */
  55410. get: function () {
  55411. return this._activeTarget;
  55412. },
  55413. enumerable: true,
  55414. configurable: true
  55415. });
  55416. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55417. /**
  55418. * Gets the animation from the runtime animation
  55419. */
  55420. get: function () {
  55421. return this._animation;
  55422. },
  55423. enumerable: true,
  55424. configurable: true
  55425. });
  55426. /**
  55427. * Resets the runtime animation to the beginning
  55428. * @param restoreOriginal defines whether to restore the target property to the original value
  55429. */
  55430. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55431. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55432. if (restoreOriginal) {
  55433. if (this._target instanceof Array) {
  55434. var index = 0;
  55435. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55436. var target = _a[_i];
  55437. if (this._originalValue[index] !== undefined) {
  55438. this._setValue(target, this._originalValue[index], -1);
  55439. }
  55440. index++;
  55441. }
  55442. }
  55443. else {
  55444. if (this._originalValue[0] !== undefined) {
  55445. this._setValue(this._target, this._originalValue[0], -1);
  55446. }
  55447. }
  55448. }
  55449. this._offsetsCache = {};
  55450. this._highLimitsCache = {};
  55451. this._currentFrame = 0;
  55452. this._blendingFactor = 0;
  55453. this._originalValue = new Array();
  55454. // Events
  55455. for (var index = 0; index < this._events.length; index++) {
  55456. this._events[index].isDone = false;
  55457. }
  55458. };
  55459. /**
  55460. * Specifies if the runtime animation is stopped
  55461. * @returns Boolean specifying if the runtime animation is stopped
  55462. */
  55463. RuntimeAnimation.prototype.isStopped = function () {
  55464. return this._stopped;
  55465. };
  55466. /**
  55467. * Disposes of the runtime animation
  55468. */
  55469. RuntimeAnimation.prototype.dispose = function () {
  55470. var index = this._animation.runtimeAnimations.indexOf(this);
  55471. if (index > -1) {
  55472. this._animation.runtimeAnimations.splice(index, 1);
  55473. }
  55474. };
  55475. /**
  55476. * Interpolates the animation from the current frame
  55477. * @param currentFrame The frame to interpolate the animation to
  55478. * @param repeatCount The number of times that the animation should loop
  55479. * @param loopMode The type of looping mode to use
  55480. * @param offsetValue Animation offset value
  55481. * @param highLimitValue The high limit value
  55482. * @returns The interpolated value
  55483. */
  55484. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55485. this._currentFrame = currentFrame;
  55486. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55487. this._workValue = BABYLON.Matrix.Zero();
  55488. }
  55489. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55490. };
  55491. /**
  55492. * Apply the interpolated value to the target
  55493. * @param currentValue defines the value computed by the animation
  55494. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55495. */
  55496. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55497. if (weight === void 0) { weight = 1.0; }
  55498. if (this._target instanceof Array) {
  55499. var index = 0;
  55500. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55501. var target = _a[_i];
  55502. this._setValue(target, currentValue, weight, index);
  55503. index++;
  55504. }
  55505. }
  55506. else {
  55507. this._setValue(this._target, currentValue, weight);
  55508. }
  55509. };
  55510. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55511. if (targetIndex === void 0) { targetIndex = 0; }
  55512. // Set value
  55513. var path;
  55514. var destination;
  55515. var targetPropertyPath = this._animation.targetPropertyPath;
  55516. if (targetPropertyPath.length > 1) {
  55517. var property = target[targetPropertyPath[0]];
  55518. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55519. property = property[targetPropertyPath[index]];
  55520. }
  55521. path = targetPropertyPath[targetPropertyPath.length - 1];
  55522. destination = property;
  55523. }
  55524. else {
  55525. path = targetPropertyPath[0];
  55526. destination = target;
  55527. }
  55528. this._targetPath = path;
  55529. this._activeTarget = destination;
  55530. this._weight = weight;
  55531. if (this._originalValue[targetIndex] === undefined) {
  55532. var originalValue = void 0;
  55533. if (destination.getRestPose && path === "_matrix") { // For bones
  55534. originalValue = destination.getRestPose();
  55535. }
  55536. else {
  55537. originalValue = destination[path];
  55538. }
  55539. if (originalValue && originalValue.clone) {
  55540. this._originalValue[targetIndex] = originalValue.clone();
  55541. }
  55542. else {
  55543. this._originalValue[targetIndex] = originalValue;
  55544. }
  55545. }
  55546. // Blending
  55547. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55548. if (enableBlending && this._blendingFactor <= 1.0) {
  55549. if (!this._originalBlendValue) {
  55550. var originalValue = destination[path];
  55551. if (originalValue.clone) {
  55552. this._originalBlendValue = originalValue.clone();
  55553. }
  55554. else {
  55555. this._originalBlendValue = originalValue;
  55556. }
  55557. }
  55558. if (this._originalBlendValue.m) { // Matrix
  55559. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55560. if (this._currentValue) {
  55561. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55562. }
  55563. else {
  55564. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55565. }
  55566. }
  55567. else {
  55568. if (this._currentValue) {
  55569. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55570. }
  55571. else {
  55572. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55573. }
  55574. }
  55575. }
  55576. else {
  55577. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55578. }
  55579. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55580. this._blendingFactor += blendingSpeed;
  55581. }
  55582. else {
  55583. this._currentValue = currentValue;
  55584. }
  55585. if (weight !== -1.0) {
  55586. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55587. }
  55588. else {
  55589. destination[path] = this._currentValue;
  55590. }
  55591. if (target.markAsDirty) {
  55592. target.markAsDirty(this._animation.targetProperty);
  55593. }
  55594. };
  55595. /**
  55596. * Gets the loop pmode of the runtime animation
  55597. * @returns Loop Mode
  55598. */
  55599. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55600. if (this._target && this._target.animationPropertiesOverride) {
  55601. return this._target.animationPropertiesOverride.loopMode;
  55602. }
  55603. return this._animation.loopMode;
  55604. };
  55605. /**
  55606. * Move the current animation to a given frame
  55607. * @param frame defines the frame to move to
  55608. */
  55609. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55610. var keys = this._animation.getKeys();
  55611. if (frame < keys[0].frame) {
  55612. frame = keys[0].frame;
  55613. }
  55614. else if (frame > keys[keys.length - 1].frame) {
  55615. frame = keys[keys.length - 1].frame;
  55616. }
  55617. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55618. this.setValue(currentValue, -1);
  55619. };
  55620. /**
  55621. * @hidden Internal use only
  55622. */
  55623. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55624. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55625. this._ratioOffset = this._previousRatio - newRatio;
  55626. };
  55627. /**
  55628. * Execute the current animation
  55629. * @param delay defines the delay to add to the current frame
  55630. * @param from defines the lower bound of the animation range
  55631. * @param to defines the upper bound of the animation range
  55632. * @param loop defines if the current animation must loop
  55633. * @param speedRatio defines the current speed ratio
  55634. * @param weight defines the weight of the animation (default is -1 so no weight)
  55635. * @returns a boolean indicating if the animation is running
  55636. */
  55637. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55638. if (weight === void 0) { weight = -1.0; }
  55639. var targetPropertyPath = this._animation.targetPropertyPath;
  55640. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55641. this._stopped = true;
  55642. return false;
  55643. }
  55644. var returnValue = true;
  55645. var keys = this._animation.getKeys();
  55646. // Adding a start key at frame 0 if missing
  55647. if (keys[0].frame !== 0) {
  55648. var newKey = { frame: 0, value: keys[0].value };
  55649. keys.splice(0, 0, newKey);
  55650. }
  55651. // Adding a duplicate key when there is only one key at frame zero
  55652. else if (keys.length === 1) {
  55653. var newKey = { frame: 0.001, value: keys[0].value };
  55654. keys.push(newKey);
  55655. }
  55656. // Check limits
  55657. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55658. from = keys[0].frame;
  55659. }
  55660. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55661. to = keys[keys.length - 1].frame;
  55662. }
  55663. //to and from cannot be the same key
  55664. if (from === to) {
  55665. if (from > keys[0].frame) {
  55666. from--;
  55667. }
  55668. else if (to < keys[keys.length - 1].frame) {
  55669. to++;
  55670. }
  55671. }
  55672. // Compute ratio
  55673. var range = to - from;
  55674. var offsetValue;
  55675. // ratio represents the frame delta between from and to
  55676. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55677. var highLimitValue = 0;
  55678. this._previousDelay = delay;
  55679. this._previousRatio = ratio;
  55680. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55681. returnValue = false;
  55682. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55683. }
  55684. else {
  55685. // Get max value if required
  55686. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55687. var keyOffset = to.toString() + from.toString();
  55688. if (!this._offsetsCache[keyOffset]) {
  55689. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55690. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55691. switch (this._animation.dataType) {
  55692. // Float
  55693. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55694. this._offsetsCache[keyOffset] = toValue - fromValue;
  55695. break;
  55696. // Quaternion
  55697. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55698. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55699. break;
  55700. // Vector3
  55701. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55702. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55703. // Vector2
  55704. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55705. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55706. // Size
  55707. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55708. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55709. // Color3
  55710. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55711. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55712. default:
  55713. break;
  55714. }
  55715. this._highLimitsCache[keyOffset] = toValue;
  55716. }
  55717. highLimitValue = this._highLimitsCache[keyOffset];
  55718. offsetValue = this._offsetsCache[keyOffset];
  55719. }
  55720. }
  55721. if (offsetValue === undefined) {
  55722. switch (this._animation.dataType) {
  55723. // Float
  55724. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55725. offsetValue = 0;
  55726. break;
  55727. // Quaternion
  55728. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55729. offsetValue = _staticOffsetValueQuaternion;
  55730. break;
  55731. // Vector3
  55732. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55733. offsetValue = _staticOffsetValueVector3;
  55734. break;
  55735. // Vector2
  55736. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55737. offsetValue = _staticOffsetValueVector2;
  55738. break;
  55739. // Size
  55740. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55741. offsetValue = _staticOffsetValueSize;
  55742. break;
  55743. // Color3
  55744. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55745. offsetValue = _staticOffsetValueColor3;
  55746. }
  55747. }
  55748. // Compute value
  55749. var repeatCount = (ratio / range) >> 0;
  55750. var currentFrame = returnValue ? from + ratio % range : to;
  55751. // Need to normalize?
  55752. if (this._host && this._host.syncRoot) {
  55753. var syncRoot = this._host.syncRoot;
  55754. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55755. currentFrame = from + (to - from) * hostNormalizedFrame;
  55756. }
  55757. // Reset events if looping
  55758. var events = this._events;
  55759. if (range > 0 && this.currentFrame > currentFrame ||
  55760. range < 0 && this.currentFrame < currentFrame) {
  55761. // Need to reset animation events
  55762. for (var index = 0; index < events.length; index++) {
  55763. if (!events[index].onlyOnce) {
  55764. // reset event, the animation is looping
  55765. events[index].isDone = false;
  55766. }
  55767. }
  55768. }
  55769. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55770. // Set value
  55771. this.setValue(currentValue, weight);
  55772. // Check events
  55773. for (var index = 0; index < events.length; index++) {
  55774. // Make sure current frame has passed event frame and that event frame is within the current range
  55775. // Also, handle both forward and reverse animations
  55776. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55777. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55778. var event = events[index];
  55779. if (!event.isDone) {
  55780. // If event should be done only once, remove it.
  55781. if (event.onlyOnce) {
  55782. events.splice(index, 1);
  55783. index--;
  55784. }
  55785. event.isDone = true;
  55786. event.action(currentFrame);
  55787. } // Don't do anything if the event has already be done.
  55788. }
  55789. }
  55790. if (!returnValue) {
  55791. this._stopped = true;
  55792. }
  55793. return returnValue;
  55794. };
  55795. return RuntimeAnimation;
  55796. }());
  55797. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55798. })(BABYLON || (BABYLON = {}));
  55799. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55800. var BABYLON;
  55801. (function (BABYLON) {
  55802. /**
  55803. * Class used to store an actual running animation
  55804. */
  55805. var Animatable = /** @class */ (function () {
  55806. /**
  55807. * Creates a new Animatable
  55808. * @param scene defines the hosting scene
  55809. * @param target defines the target object
  55810. * @param fromFrame defines the starting frame number (default is 0)
  55811. * @param toFrame defines the ending frame number (default is 100)
  55812. * @param loopAnimation defines if the animation must loop (default is false)
  55813. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55814. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55815. * @param animations defines a group of animation to add to the new Animatable
  55816. */
  55817. function Animatable(scene,
  55818. /** defines the target object */
  55819. target,
  55820. /** defines the starting frame number (default is 0) */
  55821. fromFrame,
  55822. /** defines the ending frame number (default is 100) */
  55823. toFrame,
  55824. /** defines if the animation must loop (default is false) */
  55825. loopAnimation, speedRatio,
  55826. /** defines a callback to call when animation ends if it is not looping */
  55827. onAnimationEnd, animations) {
  55828. if (fromFrame === void 0) { fromFrame = 0; }
  55829. if (toFrame === void 0) { toFrame = 100; }
  55830. if (loopAnimation === void 0) { loopAnimation = false; }
  55831. if (speedRatio === void 0) { speedRatio = 1.0; }
  55832. this.target = target;
  55833. this.fromFrame = fromFrame;
  55834. this.toFrame = toFrame;
  55835. this.loopAnimation = loopAnimation;
  55836. this.onAnimationEnd = onAnimationEnd;
  55837. this._localDelayOffset = null;
  55838. this._pausedDelay = null;
  55839. this._runtimeAnimations = new Array();
  55840. this._paused = false;
  55841. this._speedRatio = 1;
  55842. this._weight = -1.0;
  55843. /**
  55844. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55845. * This will only apply for non looping animation (default is true)
  55846. */
  55847. this.disposeOnEnd = true;
  55848. /**
  55849. * Gets a boolean indicating if the animation has started
  55850. */
  55851. this.animationStarted = false;
  55852. /**
  55853. * Observer raised when the animation ends
  55854. */
  55855. this.onAnimationEndObservable = new BABYLON.Observable();
  55856. this._scene = scene;
  55857. if (animations) {
  55858. this.appendAnimations(target, animations);
  55859. }
  55860. this._speedRatio = speedRatio;
  55861. scene._activeAnimatables.push(this);
  55862. }
  55863. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55864. /**
  55865. * Gets the root Animatable used to synchronize and normalize animations
  55866. */
  55867. get: function () {
  55868. return this._syncRoot;
  55869. },
  55870. enumerable: true,
  55871. configurable: true
  55872. });
  55873. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55874. /**
  55875. * Gets the current frame of the first RuntimeAnimation
  55876. * Used to synchronize Animatables
  55877. */
  55878. get: function () {
  55879. if (this._runtimeAnimations.length === 0) {
  55880. return 0;
  55881. }
  55882. return this._runtimeAnimations[0].currentFrame;
  55883. },
  55884. enumerable: true,
  55885. configurable: true
  55886. });
  55887. Object.defineProperty(Animatable.prototype, "weight", {
  55888. /**
  55889. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55890. */
  55891. get: function () {
  55892. return this._weight;
  55893. },
  55894. set: function (value) {
  55895. if (value === -1) { // -1 is ok and means no weight
  55896. this._weight = -1;
  55897. return;
  55898. }
  55899. // Else weight must be in [0, 1] range
  55900. this._weight = Math.min(Math.max(value, 0), 1.0);
  55901. },
  55902. enumerable: true,
  55903. configurable: true
  55904. });
  55905. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55906. /**
  55907. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55908. */
  55909. get: function () {
  55910. return this._speedRatio;
  55911. },
  55912. set: function (value) {
  55913. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55914. var animation = this._runtimeAnimations[index];
  55915. animation._prepareForSpeedRatioChange(value);
  55916. }
  55917. this._speedRatio = value;
  55918. },
  55919. enumerable: true,
  55920. configurable: true
  55921. });
  55922. // Methods
  55923. /**
  55924. * Synchronize and normalize current Animatable with a source Animatable
  55925. * This is useful when using animation weights and when animations are not of the same length
  55926. * @param root defines the root Animatable to synchronize with
  55927. * @returns the current Animatable
  55928. */
  55929. Animatable.prototype.syncWith = function (root) {
  55930. this._syncRoot = root;
  55931. if (root) {
  55932. // Make sure this animatable will animate after the root
  55933. var index = this._scene._activeAnimatables.indexOf(this);
  55934. if (index > -1) {
  55935. this._scene._activeAnimatables.splice(index, 1);
  55936. this._scene._activeAnimatables.push(this);
  55937. }
  55938. }
  55939. return this;
  55940. };
  55941. /**
  55942. * Gets the list of runtime animations
  55943. * @returns an array of RuntimeAnimation
  55944. */
  55945. Animatable.prototype.getAnimations = function () {
  55946. return this._runtimeAnimations;
  55947. };
  55948. /**
  55949. * Adds more animations to the current animatable
  55950. * @param target defines the target of the animations
  55951. * @param animations defines the new animations to add
  55952. */
  55953. Animatable.prototype.appendAnimations = function (target, animations) {
  55954. for (var index = 0; index < animations.length; index++) {
  55955. var animation = animations[index];
  55956. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55957. }
  55958. };
  55959. /**
  55960. * Gets the source animation for a specific property
  55961. * @param property defines the propertyu to look for
  55962. * @returns null or the source animation for the given property
  55963. */
  55964. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55965. var runtimeAnimations = this._runtimeAnimations;
  55966. for (var index = 0; index < runtimeAnimations.length; index++) {
  55967. if (runtimeAnimations[index].animation.targetProperty === property) {
  55968. return runtimeAnimations[index].animation;
  55969. }
  55970. }
  55971. return null;
  55972. };
  55973. /**
  55974. * Gets the runtime animation for a specific property
  55975. * @param property defines the propertyu to look for
  55976. * @returns null or the runtime animation for the given property
  55977. */
  55978. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55979. var runtimeAnimations = this._runtimeAnimations;
  55980. for (var index = 0; index < runtimeAnimations.length; index++) {
  55981. if (runtimeAnimations[index].animation.targetProperty === property) {
  55982. return runtimeAnimations[index];
  55983. }
  55984. }
  55985. return null;
  55986. };
  55987. /**
  55988. * Resets the animatable to its original state
  55989. */
  55990. Animatable.prototype.reset = function () {
  55991. var runtimeAnimations = this._runtimeAnimations;
  55992. for (var index = 0; index < runtimeAnimations.length; index++) {
  55993. runtimeAnimations[index].reset(true);
  55994. }
  55995. this._localDelayOffset = null;
  55996. this._pausedDelay = null;
  55997. };
  55998. /**
  55999. * Allows the animatable to blend with current running animations
  56000. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56001. * @param blendingSpeed defines the blending speed to use
  56002. */
  56003. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56004. var runtimeAnimations = this._runtimeAnimations;
  56005. for (var index = 0; index < runtimeAnimations.length; index++) {
  56006. runtimeAnimations[index].animation.enableBlending = true;
  56007. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56008. }
  56009. };
  56010. /**
  56011. * Disable animation blending
  56012. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56013. */
  56014. Animatable.prototype.disableBlending = function () {
  56015. var runtimeAnimations = this._runtimeAnimations;
  56016. for (var index = 0; index < runtimeAnimations.length; index++) {
  56017. runtimeAnimations[index].animation.enableBlending = false;
  56018. }
  56019. };
  56020. /**
  56021. * Jump directly to a given frame
  56022. * @param frame defines the frame to jump to
  56023. */
  56024. Animatable.prototype.goToFrame = function (frame) {
  56025. var runtimeAnimations = this._runtimeAnimations;
  56026. if (runtimeAnimations[0]) {
  56027. var fps = runtimeAnimations[0].animation.framePerSecond;
  56028. var currentFrame = runtimeAnimations[0].currentFrame;
  56029. var adjustTime = frame - currentFrame;
  56030. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56031. if (this._localDelayOffset === null) {
  56032. this._localDelayOffset = 0;
  56033. }
  56034. this._localDelayOffset -= delay;
  56035. }
  56036. for (var index = 0; index < runtimeAnimations.length; index++) {
  56037. runtimeAnimations[index].goToFrame(frame);
  56038. }
  56039. };
  56040. /**
  56041. * Pause the animation
  56042. */
  56043. Animatable.prototype.pause = function () {
  56044. if (this._paused) {
  56045. return;
  56046. }
  56047. this._paused = true;
  56048. };
  56049. /**
  56050. * Restart the animation
  56051. */
  56052. Animatable.prototype.restart = function () {
  56053. this._paused = false;
  56054. };
  56055. Animatable.prototype._raiseOnAnimationEnd = function () {
  56056. if (this.onAnimationEnd) {
  56057. this.onAnimationEnd();
  56058. }
  56059. this.onAnimationEndObservable.notifyObservers(this);
  56060. };
  56061. /**
  56062. * Stop and delete the current animation
  56063. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56064. * @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)
  56065. */
  56066. Animatable.prototype.stop = function (animationName, targetMask) {
  56067. if (animationName || targetMask) {
  56068. var idx = this._scene._activeAnimatables.indexOf(this);
  56069. if (idx > -1) {
  56070. var runtimeAnimations = this._runtimeAnimations;
  56071. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56072. var runtimeAnimation = runtimeAnimations[index];
  56073. if (animationName && runtimeAnimation.animation.name != animationName) {
  56074. continue;
  56075. }
  56076. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56077. continue;
  56078. }
  56079. runtimeAnimation.dispose();
  56080. runtimeAnimations.splice(index, 1);
  56081. }
  56082. if (runtimeAnimations.length == 0) {
  56083. this._scene._activeAnimatables.splice(idx, 1);
  56084. this._raiseOnAnimationEnd();
  56085. }
  56086. }
  56087. }
  56088. else {
  56089. var index = this._scene._activeAnimatables.indexOf(this);
  56090. if (index > -1) {
  56091. this._scene._activeAnimatables.splice(index, 1);
  56092. var runtimeAnimations = this._runtimeAnimations;
  56093. for (var index = 0; index < runtimeAnimations.length; index++) {
  56094. runtimeAnimations[index].dispose();
  56095. }
  56096. this._raiseOnAnimationEnd();
  56097. }
  56098. }
  56099. };
  56100. /**
  56101. * Wait asynchronously for the animation to end
  56102. * @returns a promise which will be fullfilled when the animation ends
  56103. */
  56104. Animatable.prototype.waitAsync = function () {
  56105. var _this = this;
  56106. return new Promise(function (resolve, reject) {
  56107. _this.onAnimationEndObservable.add(function () {
  56108. resolve(_this);
  56109. }, undefined, undefined, _this, true);
  56110. });
  56111. };
  56112. /** @hidden */
  56113. Animatable.prototype._animate = function (delay) {
  56114. if (this._paused) {
  56115. this.animationStarted = false;
  56116. if (this._pausedDelay === null) {
  56117. this._pausedDelay = delay;
  56118. }
  56119. return true;
  56120. }
  56121. if (this._localDelayOffset === null) {
  56122. this._localDelayOffset = delay;
  56123. this._pausedDelay = null;
  56124. }
  56125. else if (this._pausedDelay !== null) {
  56126. this._localDelayOffset += delay - this._pausedDelay;
  56127. this._pausedDelay = null;
  56128. }
  56129. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56130. return true;
  56131. }
  56132. // Animating
  56133. var running = false;
  56134. var runtimeAnimations = this._runtimeAnimations;
  56135. var index;
  56136. for (index = 0; index < runtimeAnimations.length; index++) {
  56137. var animation = runtimeAnimations[index];
  56138. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56139. running = running || isRunning;
  56140. }
  56141. this.animationStarted = running;
  56142. if (!running) {
  56143. if (this.disposeOnEnd) {
  56144. // Remove from active animatables
  56145. index = this._scene._activeAnimatables.indexOf(this);
  56146. this._scene._activeAnimatables.splice(index, 1);
  56147. // Dispose all runtime animations
  56148. for (index = 0; index < runtimeAnimations.length; index++) {
  56149. runtimeAnimations[index].dispose();
  56150. }
  56151. }
  56152. this._raiseOnAnimationEnd();
  56153. if (this.disposeOnEnd) {
  56154. this.onAnimationEnd = null;
  56155. this.onAnimationEndObservable.clear();
  56156. }
  56157. }
  56158. return running;
  56159. };
  56160. return Animatable;
  56161. }());
  56162. BABYLON.Animatable = Animatable;
  56163. })(BABYLON || (BABYLON = {}));
  56164. //# sourceMappingURL=babylon.animatable.js.map
  56165. var BABYLON;
  56166. (function (BABYLON) {
  56167. /**
  56168. * Base class used for every default easing function.
  56169. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56170. */
  56171. var EasingFunction = /** @class */ (function () {
  56172. function EasingFunction() {
  56173. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56174. }
  56175. /**
  56176. * Sets the easing mode of the current function.
  56177. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56178. */
  56179. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56180. var n = Math.min(Math.max(easingMode, 0), 2);
  56181. this._easingMode = n;
  56182. };
  56183. /**
  56184. * Gets the current easing mode.
  56185. * @returns the easing mode
  56186. */
  56187. EasingFunction.prototype.getEasingMode = function () {
  56188. return this._easingMode;
  56189. };
  56190. /**
  56191. * @hidden
  56192. */
  56193. EasingFunction.prototype.easeInCore = function (gradient) {
  56194. throw new Error('You must implement this method');
  56195. };
  56196. /**
  56197. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56198. * of the easing function.
  56199. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56200. * @returns the corresponding value on the curve defined by the easing function
  56201. */
  56202. EasingFunction.prototype.ease = function (gradient) {
  56203. switch (this._easingMode) {
  56204. case EasingFunction.EASINGMODE_EASEIN:
  56205. return this.easeInCore(gradient);
  56206. case EasingFunction.EASINGMODE_EASEOUT:
  56207. return (1 - this.easeInCore(1 - gradient));
  56208. }
  56209. if (gradient >= 0.5) {
  56210. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56211. }
  56212. return (this.easeInCore(gradient * 2) * 0.5);
  56213. };
  56214. /**
  56215. * Interpolation follows the mathematical formula associated with the easing function.
  56216. */
  56217. EasingFunction.EASINGMODE_EASEIN = 0;
  56218. /**
  56219. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56220. */
  56221. EasingFunction.EASINGMODE_EASEOUT = 1;
  56222. /**
  56223. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56224. */
  56225. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56226. return EasingFunction;
  56227. }());
  56228. BABYLON.EasingFunction = EasingFunction;
  56229. /**
  56230. * Easing function with a circle shape (see link below).
  56231. * @see https://easings.net/#easeInCirc
  56232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56233. */
  56234. var CircleEase = /** @class */ (function (_super) {
  56235. __extends(CircleEase, _super);
  56236. function CircleEase() {
  56237. return _super !== null && _super.apply(this, arguments) || this;
  56238. }
  56239. /** @hidden */
  56240. CircleEase.prototype.easeInCore = function (gradient) {
  56241. gradient = Math.max(0, Math.min(1, gradient));
  56242. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56243. };
  56244. return CircleEase;
  56245. }(EasingFunction));
  56246. BABYLON.CircleEase = CircleEase;
  56247. /**
  56248. * Easing function with a ease back shape (see link below).
  56249. * @see https://easings.net/#easeInBack
  56250. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56251. */
  56252. var BackEase = /** @class */ (function (_super) {
  56253. __extends(BackEase, _super);
  56254. /**
  56255. * Instantiates a back ease easing
  56256. * @see https://easings.net/#easeInBack
  56257. * @param amplitude Defines the amplitude of the function
  56258. */
  56259. function BackEase(
  56260. /** Defines the amplitude of the function */
  56261. amplitude) {
  56262. if (amplitude === void 0) { amplitude = 1; }
  56263. var _this = _super.call(this) || this;
  56264. _this.amplitude = amplitude;
  56265. return _this;
  56266. }
  56267. /** @hidden */
  56268. BackEase.prototype.easeInCore = function (gradient) {
  56269. var num = Math.max(0, this.amplitude);
  56270. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56271. };
  56272. return BackEase;
  56273. }(EasingFunction));
  56274. BABYLON.BackEase = BackEase;
  56275. /**
  56276. * Easing function with a bouncing shape (see link below).
  56277. * @see https://easings.net/#easeInBounce
  56278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56279. */
  56280. var BounceEase = /** @class */ (function (_super) {
  56281. __extends(BounceEase, _super);
  56282. /**
  56283. * Instantiates a bounce easing
  56284. * @see https://easings.net/#easeInBounce
  56285. * @param bounces Defines the number of bounces
  56286. * @param bounciness Defines the amplitude of the bounce
  56287. */
  56288. function BounceEase(
  56289. /** Defines the number of bounces */
  56290. bounces,
  56291. /** Defines the amplitude of the bounce */
  56292. bounciness) {
  56293. if (bounces === void 0) { bounces = 3; }
  56294. if (bounciness === void 0) { bounciness = 2; }
  56295. var _this = _super.call(this) || this;
  56296. _this.bounces = bounces;
  56297. _this.bounciness = bounciness;
  56298. return _this;
  56299. }
  56300. /** @hidden */
  56301. BounceEase.prototype.easeInCore = function (gradient) {
  56302. var y = Math.max(0.0, this.bounces);
  56303. var bounciness = this.bounciness;
  56304. if (bounciness <= 1.0) {
  56305. bounciness = 1.001;
  56306. }
  56307. var num9 = Math.pow(bounciness, y);
  56308. var num5 = 1.0 - bounciness;
  56309. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56310. var num15 = gradient * num4;
  56311. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56312. var num3 = Math.floor(num65);
  56313. var num13 = num3 + 1.0;
  56314. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56315. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56316. var num7 = (num8 + num12) * 0.5;
  56317. var num6 = gradient - num7;
  56318. var num2 = num7 - num8;
  56319. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56320. };
  56321. return BounceEase;
  56322. }(EasingFunction));
  56323. BABYLON.BounceEase = BounceEase;
  56324. /**
  56325. * Easing function with a power of 3 shape (see link below).
  56326. * @see https://easings.net/#easeInCubic
  56327. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56328. */
  56329. var CubicEase = /** @class */ (function (_super) {
  56330. __extends(CubicEase, _super);
  56331. function CubicEase() {
  56332. return _super !== null && _super.apply(this, arguments) || this;
  56333. }
  56334. /** @hidden */
  56335. CubicEase.prototype.easeInCore = function (gradient) {
  56336. return (gradient * gradient * gradient);
  56337. };
  56338. return CubicEase;
  56339. }(EasingFunction));
  56340. BABYLON.CubicEase = CubicEase;
  56341. /**
  56342. * Easing function with an elastic shape (see link below).
  56343. * @see https://easings.net/#easeInElastic
  56344. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56345. */
  56346. var ElasticEase = /** @class */ (function (_super) {
  56347. __extends(ElasticEase, _super);
  56348. /**
  56349. * Instantiates an elastic easing function
  56350. * @see https://easings.net/#easeInElastic
  56351. * @param oscillations Defines the number of oscillations
  56352. * @param springiness Defines the amplitude of the oscillations
  56353. */
  56354. function ElasticEase(
  56355. /** Defines the number of oscillations*/
  56356. oscillations,
  56357. /** Defines the amplitude of the oscillations*/
  56358. springiness) {
  56359. if (oscillations === void 0) { oscillations = 3; }
  56360. if (springiness === void 0) { springiness = 3; }
  56361. var _this = _super.call(this) || this;
  56362. _this.oscillations = oscillations;
  56363. _this.springiness = springiness;
  56364. return _this;
  56365. }
  56366. /** @hidden */
  56367. ElasticEase.prototype.easeInCore = function (gradient) {
  56368. var num2;
  56369. var num3 = Math.max(0.0, this.oscillations);
  56370. var num = Math.max(0.0, this.springiness);
  56371. if (num == 0) {
  56372. num2 = gradient;
  56373. }
  56374. else {
  56375. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56376. }
  56377. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56378. };
  56379. return ElasticEase;
  56380. }(EasingFunction));
  56381. BABYLON.ElasticEase = ElasticEase;
  56382. /**
  56383. * Easing function with an exponential shape (see link below).
  56384. * @see https://easings.net/#easeInExpo
  56385. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56386. */
  56387. var ExponentialEase = /** @class */ (function (_super) {
  56388. __extends(ExponentialEase, _super);
  56389. /**
  56390. * Instantiates an exponential easing function
  56391. * @see https://easings.net/#easeInExpo
  56392. * @param exponent Defines the exponent of the function
  56393. */
  56394. function ExponentialEase(
  56395. /** Defines the exponent of the function */
  56396. exponent) {
  56397. if (exponent === void 0) { exponent = 2; }
  56398. var _this = _super.call(this) || this;
  56399. _this.exponent = exponent;
  56400. return _this;
  56401. }
  56402. /** @hidden */
  56403. ExponentialEase.prototype.easeInCore = function (gradient) {
  56404. if (this.exponent <= 0) {
  56405. return gradient;
  56406. }
  56407. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56408. };
  56409. return ExponentialEase;
  56410. }(EasingFunction));
  56411. BABYLON.ExponentialEase = ExponentialEase;
  56412. /**
  56413. * Easing function with a power shape (see link below).
  56414. * @see https://easings.net/#easeInQuad
  56415. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56416. */
  56417. var PowerEase = /** @class */ (function (_super) {
  56418. __extends(PowerEase, _super);
  56419. /**
  56420. * Instantiates an power base easing function
  56421. * @see https://easings.net/#easeInQuad
  56422. * @param power Defines the power of the function
  56423. */
  56424. function PowerEase(
  56425. /** Defines the power of the function */
  56426. power) {
  56427. if (power === void 0) { power = 2; }
  56428. var _this = _super.call(this) || this;
  56429. _this.power = power;
  56430. return _this;
  56431. }
  56432. /** @hidden */
  56433. PowerEase.prototype.easeInCore = function (gradient) {
  56434. var y = Math.max(0.0, this.power);
  56435. return Math.pow(gradient, y);
  56436. };
  56437. return PowerEase;
  56438. }(EasingFunction));
  56439. BABYLON.PowerEase = PowerEase;
  56440. /**
  56441. * Easing function with a power of 2 shape (see link below).
  56442. * @see https://easings.net/#easeInQuad
  56443. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56444. */
  56445. var QuadraticEase = /** @class */ (function (_super) {
  56446. __extends(QuadraticEase, _super);
  56447. function QuadraticEase() {
  56448. return _super !== null && _super.apply(this, arguments) || this;
  56449. }
  56450. /** @hidden */
  56451. QuadraticEase.prototype.easeInCore = function (gradient) {
  56452. return (gradient * gradient);
  56453. };
  56454. return QuadraticEase;
  56455. }(EasingFunction));
  56456. BABYLON.QuadraticEase = QuadraticEase;
  56457. /**
  56458. * Easing function with a power of 4 shape (see link below).
  56459. * @see https://easings.net/#easeInQuart
  56460. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56461. */
  56462. var QuarticEase = /** @class */ (function (_super) {
  56463. __extends(QuarticEase, _super);
  56464. function QuarticEase() {
  56465. return _super !== null && _super.apply(this, arguments) || this;
  56466. }
  56467. /** @hidden */
  56468. QuarticEase.prototype.easeInCore = function (gradient) {
  56469. return (gradient * gradient * gradient * gradient);
  56470. };
  56471. return QuarticEase;
  56472. }(EasingFunction));
  56473. BABYLON.QuarticEase = QuarticEase;
  56474. /**
  56475. * Easing function with a power of 5 shape (see link below).
  56476. * @see https://easings.net/#easeInQuint
  56477. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56478. */
  56479. var QuinticEase = /** @class */ (function (_super) {
  56480. __extends(QuinticEase, _super);
  56481. function QuinticEase() {
  56482. return _super !== null && _super.apply(this, arguments) || this;
  56483. }
  56484. /** @hidden */
  56485. QuinticEase.prototype.easeInCore = function (gradient) {
  56486. return (gradient * gradient * gradient * gradient * gradient);
  56487. };
  56488. return QuinticEase;
  56489. }(EasingFunction));
  56490. BABYLON.QuinticEase = QuinticEase;
  56491. /**
  56492. * Easing function with a sin shape (see link below).
  56493. * @see https://easings.net/#easeInSine
  56494. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56495. */
  56496. var SineEase = /** @class */ (function (_super) {
  56497. __extends(SineEase, _super);
  56498. function SineEase() {
  56499. return _super !== null && _super.apply(this, arguments) || this;
  56500. }
  56501. /** @hidden */
  56502. SineEase.prototype.easeInCore = function (gradient) {
  56503. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56504. };
  56505. return SineEase;
  56506. }(EasingFunction));
  56507. BABYLON.SineEase = SineEase;
  56508. /**
  56509. * Easing function with a bezier shape (see link below).
  56510. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56511. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56512. */
  56513. var BezierCurveEase = /** @class */ (function (_super) {
  56514. __extends(BezierCurveEase, _super);
  56515. /**
  56516. * Instantiates a bezier function
  56517. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56518. * @param x1 Defines the x component of the start tangent in the bezier curve
  56519. * @param y1 Defines the y component of the start tangent in the bezier curve
  56520. * @param x2 Defines the x component of the end tangent in the bezier curve
  56521. * @param y2 Defines the y component of the end tangent in the bezier curve
  56522. */
  56523. function BezierCurveEase(
  56524. /** Defines the x component of the start tangent in the bezier curve */
  56525. x1,
  56526. /** Defines the y component of the start tangent in the bezier curve */
  56527. y1,
  56528. /** Defines the x component of the end tangent in the bezier curve */
  56529. x2,
  56530. /** Defines the y component of the end tangent in the bezier curve */
  56531. y2) {
  56532. if (x1 === void 0) { x1 = 0; }
  56533. if (y1 === void 0) { y1 = 0; }
  56534. if (x2 === void 0) { x2 = 1; }
  56535. if (y2 === void 0) { y2 = 1; }
  56536. var _this = _super.call(this) || this;
  56537. _this.x1 = x1;
  56538. _this.y1 = y1;
  56539. _this.x2 = x2;
  56540. _this.y2 = y2;
  56541. return _this;
  56542. }
  56543. /** @hidden */
  56544. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56545. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56546. };
  56547. return BezierCurveEase;
  56548. }(EasingFunction));
  56549. BABYLON.BezierCurveEase = BezierCurveEase;
  56550. })(BABYLON || (BABYLON = {}));
  56551. //# sourceMappingURL=babylon.easing.js.map
  56552. var BABYLON;
  56553. (function (BABYLON) {
  56554. /**
  56555. * A Condition applied to an Action
  56556. */
  56557. var Condition = /** @class */ (function () {
  56558. /**
  56559. * Creates a new Condition
  56560. * @param actionManager the manager of the action the condition is applied to
  56561. */
  56562. function Condition(actionManager) {
  56563. this._actionManager = actionManager;
  56564. }
  56565. /**
  56566. * Check if the current condition is valid
  56567. * @returns a boolean
  56568. */
  56569. Condition.prototype.isValid = function () {
  56570. return true;
  56571. };
  56572. /**
  56573. * Internal only
  56574. * @hidden
  56575. */
  56576. Condition.prototype._getProperty = function (propertyPath) {
  56577. return this._actionManager._getProperty(propertyPath);
  56578. };
  56579. /**
  56580. * Internal only
  56581. * @hidden
  56582. */
  56583. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56584. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56585. };
  56586. /**
  56587. * Serialize placeholder for child classes
  56588. * @returns the serialized object
  56589. */
  56590. Condition.prototype.serialize = function () {
  56591. };
  56592. /**
  56593. * Internal only
  56594. * @hidden
  56595. */
  56596. Condition.prototype._serialize = function (serializedCondition) {
  56597. return {
  56598. type: 2,
  56599. children: [],
  56600. name: serializedCondition.name,
  56601. properties: serializedCondition.properties
  56602. };
  56603. };
  56604. return Condition;
  56605. }());
  56606. BABYLON.Condition = Condition;
  56607. /**
  56608. * Defines specific conditional operators as extensions of Condition
  56609. */
  56610. var ValueCondition = /** @class */ (function (_super) {
  56611. __extends(ValueCondition, _super);
  56612. /**
  56613. * Creates a new ValueCondition
  56614. * @param actionManager manager for the action the condition applies to
  56615. * @param target for the action
  56616. * @param propertyPath path to specify the property of the target the conditional operator uses
  56617. * @param value the value compared by the conditional operator against the current value of the property
  56618. * @param operator the conditional operator, default ValueCondition.IsEqual
  56619. */
  56620. function ValueCondition(actionManager, target,
  56621. /** path to specify the property of the target the conditional operator uses */
  56622. propertyPath,
  56623. /** the value compared by the conditional operator against the current value of the property */
  56624. value,
  56625. /** the conditional operator, default ValueCondition.IsEqual */
  56626. operator) {
  56627. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56628. var _this = _super.call(this, actionManager) || this;
  56629. _this.propertyPath = propertyPath;
  56630. _this.value = value;
  56631. _this.operator = operator;
  56632. _this._target = target;
  56633. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56634. _this._property = _this._getProperty(_this.propertyPath);
  56635. return _this;
  56636. }
  56637. Object.defineProperty(ValueCondition, "IsEqual", {
  56638. /**
  56639. * returns the number for IsEqual
  56640. */
  56641. get: function () {
  56642. return ValueCondition._IsEqual;
  56643. },
  56644. enumerable: true,
  56645. configurable: true
  56646. });
  56647. Object.defineProperty(ValueCondition, "IsDifferent", {
  56648. /**
  56649. * Returns the number for IsDifferent
  56650. */
  56651. get: function () {
  56652. return ValueCondition._IsDifferent;
  56653. },
  56654. enumerable: true,
  56655. configurable: true
  56656. });
  56657. Object.defineProperty(ValueCondition, "IsGreater", {
  56658. /**
  56659. * Returns the number for IsGreater
  56660. */
  56661. get: function () {
  56662. return ValueCondition._IsGreater;
  56663. },
  56664. enumerable: true,
  56665. configurable: true
  56666. });
  56667. Object.defineProperty(ValueCondition, "IsLesser", {
  56668. /**
  56669. * Returns the number for IsLesser
  56670. */
  56671. get: function () {
  56672. return ValueCondition._IsLesser;
  56673. },
  56674. enumerable: true,
  56675. configurable: true
  56676. });
  56677. /**
  56678. * Compares the given value with the property value for the specified conditional operator
  56679. * @returns the result of the comparison
  56680. */
  56681. ValueCondition.prototype.isValid = function () {
  56682. switch (this.operator) {
  56683. case ValueCondition.IsGreater:
  56684. return this._effectiveTarget[this._property] > this.value;
  56685. case ValueCondition.IsLesser:
  56686. return this._effectiveTarget[this._property] < this.value;
  56687. case ValueCondition.IsEqual:
  56688. case ValueCondition.IsDifferent:
  56689. var check;
  56690. if (this.value.equals) {
  56691. check = this.value.equals(this._effectiveTarget[this._property]);
  56692. }
  56693. else {
  56694. check = this.value === this._effectiveTarget[this._property];
  56695. }
  56696. return this.operator === ValueCondition.IsEqual ? check : !check;
  56697. }
  56698. return false;
  56699. };
  56700. /**
  56701. * Serialize the ValueCondition into a JSON compatible object
  56702. * @returns serialization object
  56703. */
  56704. ValueCondition.prototype.serialize = function () {
  56705. return this._serialize({
  56706. name: "ValueCondition",
  56707. properties: [
  56708. BABYLON.Action._GetTargetProperty(this._target),
  56709. { name: "propertyPath", value: this.propertyPath },
  56710. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56711. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56712. ]
  56713. });
  56714. };
  56715. /**
  56716. * Gets the name of the conditional operator for the ValueCondition
  56717. * @param operator the conditional operator
  56718. * @returns the name
  56719. */
  56720. ValueCondition.GetOperatorName = function (operator) {
  56721. switch (operator) {
  56722. case ValueCondition._IsEqual: return "IsEqual";
  56723. case ValueCondition._IsDifferent: return "IsDifferent";
  56724. case ValueCondition._IsGreater: return "IsGreater";
  56725. case ValueCondition._IsLesser: return "IsLesser";
  56726. default: return "";
  56727. }
  56728. };
  56729. /**
  56730. * Internal only
  56731. * @hidden
  56732. */
  56733. ValueCondition._IsEqual = 0;
  56734. /**
  56735. * Internal only
  56736. * @hidden
  56737. */
  56738. ValueCondition._IsDifferent = 1;
  56739. /**
  56740. * Internal only
  56741. * @hidden
  56742. */
  56743. ValueCondition._IsGreater = 2;
  56744. /**
  56745. * Internal only
  56746. * @hidden
  56747. */
  56748. ValueCondition._IsLesser = 3;
  56749. return ValueCondition;
  56750. }(Condition));
  56751. BABYLON.ValueCondition = ValueCondition;
  56752. /**
  56753. * Defines a predicate condition as an extension of Condition
  56754. */
  56755. var PredicateCondition = /** @class */ (function (_super) {
  56756. __extends(PredicateCondition, _super);
  56757. /**
  56758. * Creates a new PredicateCondition
  56759. * @param actionManager manager for the action the condition applies to
  56760. * @param predicate defines the predicate function used to validate the condition
  56761. */
  56762. function PredicateCondition(actionManager,
  56763. /** defines the predicate function used to validate the condition */
  56764. predicate) {
  56765. var _this = _super.call(this, actionManager) || this;
  56766. _this.predicate = predicate;
  56767. return _this;
  56768. }
  56769. /**
  56770. * @returns the validity of the predicate condition
  56771. */
  56772. PredicateCondition.prototype.isValid = function () {
  56773. return this.predicate();
  56774. };
  56775. return PredicateCondition;
  56776. }(Condition));
  56777. BABYLON.PredicateCondition = PredicateCondition;
  56778. /**
  56779. * Defines a state condition as an extension of Condition
  56780. */
  56781. var StateCondition = /** @class */ (function (_super) {
  56782. __extends(StateCondition, _super);
  56783. /**
  56784. * Creates a new StateCondition
  56785. * @param actionManager manager for the action the condition applies to
  56786. * @param target of the condition
  56787. * @param value to compare with target state
  56788. */
  56789. function StateCondition(actionManager, target,
  56790. /** Value to compare with target state */
  56791. value) {
  56792. var _this = _super.call(this, actionManager) || this;
  56793. _this.value = value;
  56794. _this._target = target;
  56795. return _this;
  56796. }
  56797. /**
  56798. * Gets a boolean indicating if the current condition is met
  56799. * @returns the validity of the state
  56800. */
  56801. StateCondition.prototype.isValid = function () {
  56802. return this._target.state === this.value;
  56803. };
  56804. /**
  56805. * Serialize the StateCondition into a JSON compatible object
  56806. * @returns serialization object
  56807. */
  56808. StateCondition.prototype.serialize = function () {
  56809. return this._serialize({
  56810. name: "StateCondition",
  56811. properties: [
  56812. BABYLON.Action._GetTargetProperty(this._target),
  56813. { name: "value", value: this.value }
  56814. ]
  56815. });
  56816. };
  56817. return StateCondition;
  56818. }(Condition));
  56819. BABYLON.StateCondition = StateCondition;
  56820. })(BABYLON || (BABYLON = {}));
  56821. //# sourceMappingURL=babylon.condition.js.map
  56822. var BABYLON;
  56823. (function (BABYLON) {
  56824. /**
  56825. * The action to be carried out following a trigger
  56826. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56827. */
  56828. var Action = /** @class */ (function () {
  56829. /**
  56830. * Creates a new Action
  56831. * @param triggerOptions the trigger, with or without parameters, for the action
  56832. * @param condition an optional determinant of action
  56833. */
  56834. function Action(
  56835. /** the trigger, with or without parameters, for the action */
  56836. triggerOptions, condition) {
  56837. this.triggerOptions = triggerOptions;
  56838. /**
  56839. * An event triggered prior to action being executed.
  56840. */
  56841. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56842. if (triggerOptions.parameter) {
  56843. this.trigger = triggerOptions.trigger;
  56844. this._triggerParameter = triggerOptions.parameter;
  56845. }
  56846. else if (triggerOptions.trigger) {
  56847. this.trigger = triggerOptions.trigger;
  56848. }
  56849. else {
  56850. this.trigger = triggerOptions;
  56851. }
  56852. this._nextActiveAction = this;
  56853. this._condition = condition;
  56854. }
  56855. /**
  56856. * Internal only
  56857. * @hidden
  56858. */
  56859. Action.prototype._prepare = function () {
  56860. };
  56861. /**
  56862. * Gets the trigger parameters
  56863. * @returns the trigger parameters
  56864. */
  56865. Action.prototype.getTriggerParameter = function () {
  56866. return this._triggerParameter;
  56867. };
  56868. /**
  56869. * Internal only - executes current action event
  56870. * @hidden
  56871. */
  56872. Action.prototype._executeCurrent = function (evt) {
  56873. if (this._nextActiveAction._condition) {
  56874. var condition = this._nextActiveAction._condition;
  56875. var currentRenderId = this._actionManager.getScene().getRenderId();
  56876. // We cache the current evaluation for the current frame
  56877. if (condition._evaluationId === currentRenderId) {
  56878. if (!condition._currentResult) {
  56879. return;
  56880. }
  56881. }
  56882. else {
  56883. condition._evaluationId = currentRenderId;
  56884. if (!condition.isValid()) {
  56885. condition._currentResult = false;
  56886. return;
  56887. }
  56888. condition._currentResult = true;
  56889. }
  56890. }
  56891. this.onBeforeExecuteObservable.notifyObservers(this);
  56892. this._nextActiveAction.execute(evt);
  56893. this.skipToNextActiveAction();
  56894. };
  56895. /**
  56896. * Execute placeholder for child classes
  56897. * @param evt optional action event
  56898. */
  56899. Action.prototype.execute = function (evt) {
  56900. };
  56901. /**
  56902. * Skips to next active action
  56903. */
  56904. Action.prototype.skipToNextActiveAction = function () {
  56905. if (this._nextActiveAction._child) {
  56906. if (!this._nextActiveAction._child._actionManager) {
  56907. this._nextActiveAction._child._actionManager = this._actionManager;
  56908. }
  56909. this._nextActiveAction = this._nextActiveAction._child;
  56910. }
  56911. else {
  56912. this._nextActiveAction = this;
  56913. }
  56914. };
  56915. /**
  56916. * Adds action to chain of actions, may be a DoNothingAction
  56917. * @param action defines the next action to execute
  56918. * @returns The action passed in
  56919. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56920. */
  56921. Action.prototype.then = function (action) {
  56922. this._child = action;
  56923. action._actionManager = this._actionManager;
  56924. action._prepare();
  56925. return action;
  56926. };
  56927. /**
  56928. * Internal only
  56929. * @hidden
  56930. */
  56931. Action.prototype._getProperty = function (propertyPath) {
  56932. return this._actionManager._getProperty(propertyPath);
  56933. };
  56934. /**
  56935. * Internal only
  56936. * @hidden
  56937. */
  56938. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56939. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56940. };
  56941. /**
  56942. * Serialize placeholder for child classes
  56943. * @param parent of child
  56944. * @returns the serialized object
  56945. */
  56946. Action.prototype.serialize = function (parent) {
  56947. };
  56948. /**
  56949. * Internal only called by serialize
  56950. * @hidden
  56951. */
  56952. Action.prototype._serialize = function (serializedAction, parent) {
  56953. var serializationObject = {
  56954. type: 1,
  56955. children: [],
  56956. name: serializedAction.name,
  56957. properties: serializedAction.properties || []
  56958. };
  56959. // Serialize child
  56960. if (this._child) {
  56961. this._child.serialize(serializationObject);
  56962. }
  56963. // Check if "this" has a condition
  56964. if (this._condition) {
  56965. var serializedCondition = this._condition.serialize();
  56966. serializedCondition.children.push(serializationObject);
  56967. if (parent) {
  56968. parent.children.push(serializedCondition);
  56969. }
  56970. return serializedCondition;
  56971. }
  56972. if (parent) {
  56973. parent.children.push(serializationObject);
  56974. }
  56975. return serializationObject;
  56976. };
  56977. /**
  56978. * Internal only
  56979. * @hidden
  56980. */
  56981. Action._SerializeValueAsString = function (value) {
  56982. if (typeof value === "number") {
  56983. return value.toString();
  56984. }
  56985. if (typeof value === "boolean") {
  56986. return value ? "true" : "false";
  56987. }
  56988. if (value instanceof BABYLON.Vector2) {
  56989. return value.x + ", " + value.y;
  56990. }
  56991. if (value instanceof BABYLON.Vector3) {
  56992. return value.x + ", " + value.y + ", " + value.z;
  56993. }
  56994. if (value instanceof BABYLON.Color3) {
  56995. return value.r + ", " + value.g + ", " + value.b;
  56996. }
  56997. if (value instanceof BABYLON.Color4) {
  56998. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56999. }
  57000. return value; // string
  57001. };
  57002. /**
  57003. * Internal only
  57004. * @hidden
  57005. */
  57006. Action._GetTargetProperty = function (target) {
  57007. return {
  57008. name: "target",
  57009. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57010. : target instanceof BABYLON.Light ? "LightProperties"
  57011. : target instanceof BABYLON.Camera ? "CameraProperties"
  57012. : "SceneProperties",
  57013. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57014. };
  57015. };
  57016. return Action;
  57017. }());
  57018. BABYLON.Action = Action;
  57019. })(BABYLON || (BABYLON = {}));
  57020. //# sourceMappingURL=babylon.action.js.map
  57021. var BABYLON;
  57022. (function (BABYLON) {
  57023. /**
  57024. * ActionEvent is the event being sent when an action is triggered.
  57025. */
  57026. var ActionEvent = /** @class */ (function () {
  57027. /**
  57028. * Creates a new ActionEvent
  57029. * @param source The mesh or sprite that triggered the action
  57030. * @param pointerX The X mouse cursor position at the time of the event
  57031. * @param pointerY The Y mouse cursor position at the time of the event
  57032. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57033. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57034. * @param additionalData additional data for the event
  57035. */
  57036. function ActionEvent(
  57037. /** The mesh or sprite that triggered the action */
  57038. source,
  57039. /** The X mouse cursor position at the time of the event */
  57040. pointerX,
  57041. /** The Y mouse cursor position at the time of the event */
  57042. pointerY,
  57043. /** The mesh that is currently pointed at (can be null) */
  57044. meshUnderPointer,
  57045. /** the original (browser) event that triggered the ActionEvent */
  57046. sourceEvent,
  57047. /** additional data for the event */
  57048. additionalData) {
  57049. this.source = source;
  57050. this.pointerX = pointerX;
  57051. this.pointerY = pointerY;
  57052. this.meshUnderPointer = meshUnderPointer;
  57053. this.sourceEvent = sourceEvent;
  57054. this.additionalData = additionalData;
  57055. }
  57056. /**
  57057. * Helper function to auto-create an ActionEvent from a source mesh.
  57058. * @param source The source mesh that triggered the event
  57059. * @param evt The original (browser) event
  57060. * @param additionalData additional data for the event
  57061. * @returns the new ActionEvent
  57062. */
  57063. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57064. var scene = source.getScene();
  57065. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57066. };
  57067. /**
  57068. * Helper function to auto-create an ActionEvent from a source sprite
  57069. * @param source The source sprite that triggered the event
  57070. * @param scene Scene associated with the sprite
  57071. * @param evt The original (browser) event
  57072. * @param additionalData additional data for the event
  57073. * @returns the new ActionEvent
  57074. */
  57075. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57076. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57077. };
  57078. /**
  57079. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57080. * @param scene the scene where the event occurred
  57081. * @param evt The original (browser) event
  57082. * @returns the new ActionEvent
  57083. */
  57084. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57085. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57086. };
  57087. /**
  57088. * Helper function to auto-create an ActionEvent from a primitive
  57089. * @param prim defines the target primitive
  57090. * @param pointerPos defines the pointer position
  57091. * @param evt The original (browser) event
  57092. * @param additionalData additional data for the event
  57093. * @returns the new ActionEvent
  57094. */
  57095. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57096. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57097. };
  57098. return ActionEvent;
  57099. }());
  57100. BABYLON.ActionEvent = ActionEvent;
  57101. /**
  57102. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57103. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57104. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57105. */
  57106. var ActionManager = /** @class */ (function () {
  57107. /**
  57108. * Creates a new action manager
  57109. * @param scene defines the hosting scene
  57110. */
  57111. function ActionManager(scene) {
  57112. // Members
  57113. /** Gets the list of actions */
  57114. this.actions = new Array();
  57115. /** Gets the cursor to use when hovering items */
  57116. this.hoverCursor = '';
  57117. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57118. scene.actionManagers.push(this);
  57119. }
  57120. // Methods
  57121. /**
  57122. * Releases all associated resources
  57123. */
  57124. ActionManager.prototype.dispose = function () {
  57125. var index = this._scene.actionManagers.indexOf(this);
  57126. for (var i = 0; i < this.actions.length; i++) {
  57127. var action = this.actions[i];
  57128. ActionManager.Triggers[action.trigger]--;
  57129. if (ActionManager.Triggers[action.trigger] === 0) {
  57130. delete ActionManager.Triggers[action.trigger];
  57131. }
  57132. }
  57133. if (index > -1) {
  57134. this._scene.actionManagers.splice(index, 1);
  57135. }
  57136. };
  57137. /**
  57138. * Gets hosting scene
  57139. * @returns the hosting scene
  57140. */
  57141. ActionManager.prototype.getScene = function () {
  57142. return this._scene;
  57143. };
  57144. /**
  57145. * Does this action manager handles actions of any of the given triggers
  57146. * @param triggers defines the triggers to be tested
  57147. * @return a boolean indicating whether one (or more) of the triggers is handled
  57148. */
  57149. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57150. for (var index = 0; index < this.actions.length; index++) {
  57151. var action = this.actions[index];
  57152. if (triggers.indexOf(action.trigger) > -1) {
  57153. return true;
  57154. }
  57155. }
  57156. return false;
  57157. };
  57158. /**
  57159. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57160. * speed.
  57161. * @param triggerA defines the trigger to be tested
  57162. * @param triggerB defines the trigger to be tested
  57163. * @return a boolean indicating whether one (or more) of the triggers is handled
  57164. */
  57165. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57166. for (var index = 0; index < this.actions.length; index++) {
  57167. var action = this.actions[index];
  57168. if (triggerA == action.trigger || triggerB == action.trigger) {
  57169. return true;
  57170. }
  57171. }
  57172. return false;
  57173. };
  57174. /**
  57175. * Does this action manager handles actions of a given trigger
  57176. * @param trigger defines the trigger to be tested
  57177. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57178. * @return whether the trigger is handled
  57179. */
  57180. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57181. for (var index = 0; index < this.actions.length; index++) {
  57182. var action = this.actions[index];
  57183. if (action.trigger === trigger) {
  57184. if (parameterPredicate) {
  57185. if (parameterPredicate(action.getTriggerParameter())) {
  57186. return true;
  57187. }
  57188. }
  57189. else {
  57190. return true;
  57191. }
  57192. }
  57193. }
  57194. return false;
  57195. };
  57196. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57197. /**
  57198. * Does this action manager has pointer triggers
  57199. */
  57200. get: function () {
  57201. for (var index = 0; index < this.actions.length; index++) {
  57202. var action = this.actions[index];
  57203. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57204. return true;
  57205. }
  57206. }
  57207. return false;
  57208. },
  57209. enumerable: true,
  57210. configurable: true
  57211. });
  57212. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57213. /**
  57214. * Does this action manager has pick triggers
  57215. */
  57216. get: function () {
  57217. for (var index = 0; index < this.actions.length; index++) {
  57218. var action = this.actions[index];
  57219. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57220. return true;
  57221. }
  57222. }
  57223. return false;
  57224. },
  57225. enumerable: true,
  57226. configurable: true
  57227. });
  57228. Object.defineProperty(ActionManager, "HasTriggers", {
  57229. /**
  57230. * Does exist one action manager with at least one trigger
  57231. **/
  57232. get: function () {
  57233. for (var t in ActionManager.Triggers) {
  57234. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57235. return true;
  57236. }
  57237. }
  57238. return false;
  57239. },
  57240. enumerable: true,
  57241. configurable: true
  57242. });
  57243. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57244. /**
  57245. * Does exist one action manager with at least one pick trigger
  57246. **/
  57247. get: function () {
  57248. for (var t in ActionManager.Triggers) {
  57249. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57250. var t_int = parseInt(t);
  57251. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57252. return true;
  57253. }
  57254. }
  57255. }
  57256. return false;
  57257. },
  57258. enumerable: true,
  57259. configurable: true
  57260. });
  57261. /**
  57262. * Does exist one action manager that handles actions of a given trigger
  57263. * @param trigger defines the trigger to be tested
  57264. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57265. **/
  57266. ActionManager.HasSpecificTrigger = function (trigger) {
  57267. for (var t in ActionManager.Triggers) {
  57268. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57269. var t_int = parseInt(t);
  57270. if (t_int === trigger) {
  57271. return true;
  57272. }
  57273. }
  57274. }
  57275. return false;
  57276. };
  57277. /**
  57278. * Registers an action to this action manager
  57279. * @param action defines the action to be registered
  57280. * @return the action amended (prepared) after registration
  57281. */
  57282. ActionManager.prototype.registerAction = function (action) {
  57283. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57284. if (this.getScene().actionManager !== this) {
  57285. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57286. return null;
  57287. }
  57288. }
  57289. this.actions.push(action);
  57290. if (ActionManager.Triggers[action.trigger]) {
  57291. ActionManager.Triggers[action.trigger]++;
  57292. }
  57293. else {
  57294. ActionManager.Triggers[action.trigger] = 1;
  57295. }
  57296. action._actionManager = this;
  57297. action._prepare();
  57298. return action;
  57299. };
  57300. /**
  57301. * Unregisters an action to this action manager
  57302. * @param action defines the action to be unregistered
  57303. * @return a boolean indicating whether the action has been unregistered
  57304. */
  57305. ActionManager.prototype.unregisterAction = function (action) {
  57306. var index = this.actions.indexOf(action);
  57307. if (index !== -1) {
  57308. this.actions.splice(index, 1);
  57309. ActionManager.Triggers[action.trigger] -= 1;
  57310. if (ActionManager.Triggers[action.trigger] === 0) {
  57311. delete ActionManager.Triggers[action.trigger];
  57312. }
  57313. delete action._actionManager;
  57314. return true;
  57315. }
  57316. return false;
  57317. };
  57318. /**
  57319. * Process a specific trigger
  57320. * @param trigger defines the trigger to process
  57321. * @param evt defines the event details to be processed
  57322. */
  57323. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57324. for (var index = 0; index < this.actions.length; index++) {
  57325. var action = this.actions[index];
  57326. if (action.trigger === trigger) {
  57327. if (evt) {
  57328. if (trigger === ActionManager.OnKeyUpTrigger
  57329. || trigger === ActionManager.OnKeyDownTrigger) {
  57330. var parameter = action.getTriggerParameter();
  57331. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57332. if (!parameter.toLowerCase) {
  57333. continue;
  57334. }
  57335. var lowerCase = parameter.toLowerCase();
  57336. if (lowerCase !== evt.sourceEvent.key) {
  57337. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57338. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57339. if (actualkey !== lowerCase) {
  57340. continue;
  57341. }
  57342. }
  57343. }
  57344. }
  57345. }
  57346. action._executeCurrent(evt);
  57347. }
  57348. }
  57349. };
  57350. /** @hidden */
  57351. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57352. var properties = propertyPath.split(".");
  57353. for (var index = 0; index < properties.length - 1; index++) {
  57354. target = target[properties[index]];
  57355. }
  57356. return target;
  57357. };
  57358. /** @hidden */
  57359. ActionManager.prototype._getProperty = function (propertyPath) {
  57360. var properties = propertyPath.split(".");
  57361. return properties[properties.length - 1];
  57362. };
  57363. /**
  57364. * Serialize this manager to a JSON object
  57365. * @param name defines the property name to store this manager
  57366. * @returns a JSON representation of this manager
  57367. */
  57368. ActionManager.prototype.serialize = function (name) {
  57369. var root = {
  57370. children: new Array(),
  57371. name: name,
  57372. type: 3,
  57373. properties: new Array() // Empty for root but required
  57374. };
  57375. for (var i = 0; i < this.actions.length; i++) {
  57376. var triggerObject = {
  57377. type: 0,
  57378. children: new Array(),
  57379. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57380. properties: new Array()
  57381. };
  57382. var triggerOptions = this.actions[i].triggerOptions;
  57383. if (triggerOptions && typeof triggerOptions !== "number") {
  57384. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57385. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57386. }
  57387. else {
  57388. var parameter = {};
  57389. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57390. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57391. parameter._meshId = triggerOptions.parameter.mesh.id;
  57392. }
  57393. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57394. }
  57395. }
  57396. // Serialize child action, recursively
  57397. this.actions[i].serialize(triggerObject);
  57398. // Add serialized trigger
  57399. root.children.push(triggerObject);
  57400. }
  57401. return root;
  57402. };
  57403. /**
  57404. * Creates a new ActionManager from a JSON data
  57405. * @param parsedActions defines the JSON data to read from
  57406. * @param object defines the hosting mesh
  57407. * @param scene defines the hosting scene
  57408. */
  57409. ActionManager.Parse = function (parsedActions, object, scene) {
  57410. var actionManager = new ActionManager(scene);
  57411. if (object === null) {
  57412. scene.actionManager = actionManager;
  57413. }
  57414. else {
  57415. object.actionManager = actionManager;
  57416. }
  57417. // instanciate a new object
  57418. var instanciate = function (name, params) {
  57419. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57420. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57421. newInstance.constructor.apply(newInstance, params);
  57422. return newInstance;
  57423. };
  57424. var parseParameter = function (name, value, target, propertyPath) {
  57425. if (propertyPath === null) {
  57426. // String, boolean or float
  57427. var floatValue = parseFloat(value);
  57428. if (value === "true" || value === "false") {
  57429. return value === "true";
  57430. }
  57431. else {
  57432. return isNaN(floatValue) ? value : floatValue;
  57433. }
  57434. }
  57435. var effectiveTarget = propertyPath.split(".");
  57436. var values = value.split(",");
  57437. // Get effective Target
  57438. for (var i = 0; i < effectiveTarget.length; i++) {
  57439. target = target[effectiveTarget[i]];
  57440. }
  57441. // Return appropriate value with its type
  57442. if (typeof (target) === "boolean") {
  57443. return values[0] === "true";
  57444. }
  57445. if (typeof (target) === "string") {
  57446. return values[0];
  57447. }
  57448. // Parameters with multiple values such as Vector3 etc.
  57449. var split = new Array();
  57450. for (var i = 0; i < values.length; i++) {
  57451. split.push(parseFloat(values[i]));
  57452. }
  57453. if (target instanceof BABYLON.Vector3) {
  57454. return BABYLON.Vector3.FromArray(split);
  57455. }
  57456. if (target instanceof BABYLON.Vector4) {
  57457. return BABYLON.Vector4.FromArray(split);
  57458. }
  57459. if (target instanceof BABYLON.Color3) {
  57460. return BABYLON.Color3.FromArray(split);
  57461. }
  57462. if (target instanceof BABYLON.Color4) {
  57463. return BABYLON.Color4.FromArray(split);
  57464. }
  57465. return parseFloat(values[0]);
  57466. };
  57467. // traverse graph per trigger
  57468. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57469. if (combineArray === void 0) { combineArray = null; }
  57470. if (parsedAction.detached) {
  57471. return;
  57472. }
  57473. var parameters = new Array();
  57474. var target = null;
  57475. var propertyPath = null;
  57476. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57477. // Parameters
  57478. if (parsedAction.type === 2) {
  57479. parameters.push(actionManager);
  57480. }
  57481. else {
  57482. parameters.push(trigger);
  57483. }
  57484. if (combine) {
  57485. var actions = new Array();
  57486. for (var j = 0; j < parsedAction.combine.length; j++) {
  57487. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57488. }
  57489. parameters.push(actions);
  57490. }
  57491. else {
  57492. for (var i = 0; i < parsedAction.properties.length; i++) {
  57493. var value = parsedAction.properties[i].value;
  57494. var name = parsedAction.properties[i].name;
  57495. var targetType = parsedAction.properties[i].targetType;
  57496. if (name === "target") {
  57497. if (targetType !== null && targetType === "SceneProperties") {
  57498. value = target = scene;
  57499. }
  57500. else {
  57501. value = target = scene.getNodeByName(value);
  57502. }
  57503. }
  57504. else if (name === "parent") {
  57505. value = scene.getNodeByName(value);
  57506. }
  57507. else if (name === "sound") {
  57508. // Can not externalize to component, so only checks for the presence off the API.
  57509. if (scene.getSoundByName) {
  57510. value = scene.getSoundByName(value);
  57511. }
  57512. }
  57513. else if (name !== "propertyPath") {
  57514. if (parsedAction.type === 2 && name === "operator") {
  57515. value = BABYLON.ValueCondition[value];
  57516. }
  57517. else {
  57518. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57519. }
  57520. }
  57521. else {
  57522. propertyPath = value;
  57523. }
  57524. parameters.push(value);
  57525. }
  57526. }
  57527. if (combineArray === null) {
  57528. parameters.push(condition);
  57529. }
  57530. else {
  57531. parameters.push(null);
  57532. }
  57533. // If interpolate value action
  57534. if (parsedAction.name === "InterpolateValueAction") {
  57535. var param = parameters[parameters.length - 2];
  57536. parameters[parameters.length - 1] = param;
  57537. parameters[parameters.length - 2] = condition;
  57538. }
  57539. // Action or condition(s) and not CombineAction
  57540. var newAction = instanciate(parsedAction.name, parameters);
  57541. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57542. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57543. if (action) {
  57544. action.then(nothing);
  57545. }
  57546. else {
  57547. actionManager.registerAction(nothing);
  57548. }
  57549. action = nothing;
  57550. }
  57551. if (combineArray === null) {
  57552. if (newAction instanceof BABYLON.Condition) {
  57553. condition = newAction;
  57554. newAction = action;
  57555. }
  57556. else {
  57557. condition = null;
  57558. if (action) {
  57559. action.then(newAction);
  57560. }
  57561. else {
  57562. actionManager.registerAction(newAction);
  57563. }
  57564. }
  57565. }
  57566. else {
  57567. combineArray.push(newAction);
  57568. }
  57569. for (var i = 0; i < parsedAction.children.length; i++) {
  57570. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57571. }
  57572. };
  57573. // triggers
  57574. for (var i = 0; i < parsedActions.children.length; i++) {
  57575. var triggerParams;
  57576. var trigger = parsedActions.children[i];
  57577. if (trigger.properties.length > 0) {
  57578. var param = trigger.properties[0].value;
  57579. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57580. if (value._meshId) {
  57581. value.mesh = scene.getMeshByID(value._meshId);
  57582. }
  57583. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57584. }
  57585. else {
  57586. triggerParams = ActionManager[trigger.name];
  57587. }
  57588. for (var j = 0; j < trigger.children.length; j++) {
  57589. if (!trigger.detached) {
  57590. traverse(trigger.children[j], triggerParams, null, null);
  57591. }
  57592. }
  57593. }
  57594. };
  57595. /**
  57596. * Get a trigger name by index
  57597. * @param trigger defines the trigger index
  57598. * @returns a trigger name
  57599. */
  57600. ActionManager.GetTriggerName = function (trigger) {
  57601. switch (trigger) {
  57602. case 0: return "NothingTrigger";
  57603. case 1: return "OnPickTrigger";
  57604. case 2: return "OnLeftPickTrigger";
  57605. case 3: return "OnRightPickTrigger";
  57606. case 4: return "OnCenterPickTrigger";
  57607. case 5: return "OnPickDownTrigger";
  57608. case 6: return "OnPickUpTrigger";
  57609. case 7: return "OnLongPressTrigger";
  57610. case 8: return "OnPointerOverTrigger";
  57611. case 9: return "OnPointerOutTrigger";
  57612. case 10: return "OnEveryFrameTrigger";
  57613. case 11: return "OnIntersectionEnterTrigger";
  57614. case 12: return "OnIntersectionExitTrigger";
  57615. case 13: return "OnKeyDownTrigger";
  57616. case 14: return "OnKeyUpTrigger";
  57617. case 15: return "OnPickOutTrigger";
  57618. default: return "";
  57619. }
  57620. };
  57621. /**
  57622. * Nothing
  57623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57624. */
  57625. ActionManager.NothingTrigger = 0;
  57626. /**
  57627. * On pick
  57628. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57629. */
  57630. ActionManager.OnPickTrigger = 1;
  57631. /**
  57632. * On left pick
  57633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57634. */
  57635. ActionManager.OnLeftPickTrigger = 2;
  57636. /**
  57637. * On right pick
  57638. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57639. */
  57640. ActionManager.OnRightPickTrigger = 3;
  57641. /**
  57642. * On center pick
  57643. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57644. */
  57645. ActionManager.OnCenterPickTrigger = 4;
  57646. /**
  57647. * On pick down
  57648. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57649. */
  57650. ActionManager.OnPickDownTrigger = 5;
  57651. /**
  57652. * On double pick
  57653. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57654. */
  57655. ActionManager.OnDoublePickTrigger = 6;
  57656. /**
  57657. * On pick up
  57658. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57659. */
  57660. ActionManager.OnPickUpTrigger = 7;
  57661. /**
  57662. * On pick out.
  57663. * This trigger will only be raised if you also declared a OnPickDown
  57664. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57665. */
  57666. ActionManager.OnPickOutTrigger = 16;
  57667. /**
  57668. * On long press
  57669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57670. */
  57671. ActionManager.OnLongPressTrigger = 8;
  57672. /**
  57673. * On pointer over
  57674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57675. */
  57676. ActionManager.OnPointerOverTrigger = 9;
  57677. /**
  57678. * On pointer out
  57679. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57680. */
  57681. ActionManager.OnPointerOutTrigger = 10;
  57682. /**
  57683. * On every frame
  57684. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57685. */
  57686. ActionManager.OnEveryFrameTrigger = 11;
  57687. /**
  57688. * On intersection enter
  57689. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57690. */
  57691. ActionManager.OnIntersectionEnterTrigger = 12;
  57692. /**
  57693. * On intersection exit
  57694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57695. */
  57696. ActionManager.OnIntersectionExitTrigger = 13;
  57697. /**
  57698. * On key down
  57699. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57700. */
  57701. ActionManager.OnKeyDownTrigger = 14;
  57702. /**
  57703. * On key up
  57704. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57705. */
  57706. ActionManager.OnKeyUpTrigger = 15;
  57707. /** Gets the list of active triggers */
  57708. ActionManager.Triggers = {};
  57709. return ActionManager;
  57710. }());
  57711. BABYLON.ActionManager = ActionManager;
  57712. })(BABYLON || (BABYLON = {}));
  57713. //# sourceMappingURL=babylon.actionManager.js.map
  57714. var BABYLON;
  57715. (function (BABYLON) {
  57716. /**
  57717. * This defines an action responsible to change the value of a property
  57718. * by interpolating between its current value and the newly set one once triggered.
  57719. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57720. */
  57721. var InterpolateValueAction = /** @class */ (function (_super) {
  57722. __extends(InterpolateValueAction, _super);
  57723. /**
  57724. * Instantiate the action
  57725. * @param triggerOptions defines the trigger options
  57726. * @param target defines the object containing the value to interpolate
  57727. * @param propertyPath defines the path to the property in the target object
  57728. * @param value defines the target value at the end of the interpolation
  57729. * @param duration deines the time it will take for the property to interpolate to the value.
  57730. * @param condition defines the trigger related conditions
  57731. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57732. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57733. */
  57734. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57735. if (duration === void 0) { duration = 1000; }
  57736. var _this = _super.call(this, triggerOptions, condition) || this;
  57737. /**
  57738. * Defines the time it will take for the property to interpolate to the value.
  57739. */
  57740. _this.duration = 1000;
  57741. /**
  57742. * Observable triggered once the interpolation animation has been done.
  57743. */
  57744. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57745. _this.propertyPath = propertyPath;
  57746. _this.value = value;
  57747. _this.duration = duration;
  57748. _this.stopOtherAnimations = stopOtherAnimations;
  57749. _this.onInterpolationDone = onInterpolationDone;
  57750. _this._target = _this._effectiveTarget = target;
  57751. return _this;
  57752. }
  57753. /** @hidden */
  57754. InterpolateValueAction.prototype._prepare = function () {
  57755. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57756. this._property = this._getProperty(this.propertyPath);
  57757. };
  57758. /**
  57759. * Execute the action starts the value interpolation.
  57760. */
  57761. InterpolateValueAction.prototype.execute = function () {
  57762. var _this = this;
  57763. var scene = this._actionManager.getScene();
  57764. var keys = [
  57765. {
  57766. frame: 0,
  57767. value: this._effectiveTarget[this._property]
  57768. }, {
  57769. frame: 100,
  57770. value: this.value
  57771. }
  57772. ];
  57773. var dataType;
  57774. if (typeof this.value === "number") {
  57775. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57776. }
  57777. else if (this.value instanceof BABYLON.Color3) {
  57778. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57779. }
  57780. else if (this.value instanceof BABYLON.Vector3) {
  57781. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57782. }
  57783. else if (this.value instanceof BABYLON.Matrix) {
  57784. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57785. }
  57786. else if (this.value instanceof BABYLON.Quaternion) {
  57787. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57788. }
  57789. else {
  57790. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57791. return;
  57792. }
  57793. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57794. animation.setKeys(keys);
  57795. if (this.stopOtherAnimations) {
  57796. scene.stopAnimation(this._effectiveTarget);
  57797. }
  57798. var wrapper = function () {
  57799. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57800. if (_this.onInterpolationDone) {
  57801. _this.onInterpolationDone();
  57802. }
  57803. };
  57804. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57805. };
  57806. /**
  57807. * Serializes the actions and its related information.
  57808. * @param parent defines the object to serialize in
  57809. * @returns the serialized object
  57810. */
  57811. InterpolateValueAction.prototype.serialize = function (parent) {
  57812. return _super.prototype._serialize.call(this, {
  57813. name: "InterpolateValueAction",
  57814. properties: [
  57815. BABYLON.Action._GetTargetProperty(this._target),
  57816. { name: "propertyPath", value: this.propertyPath },
  57817. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57818. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57819. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57820. ]
  57821. }, parent);
  57822. };
  57823. return InterpolateValueAction;
  57824. }(BABYLON.Action));
  57825. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57826. })(BABYLON || (BABYLON = {}));
  57827. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57828. var BABYLON;
  57829. (function (BABYLON) {
  57830. /**
  57831. * This defines an action responsible to toggle a boolean once triggered.
  57832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57833. */
  57834. var SwitchBooleanAction = /** @class */ (function (_super) {
  57835. __extends(SwitchBooleanAction, _super);
  57836. /**
  57837. * Instantiate the action
  57838. * @param triggerOptions defines the trigger options
  57839. * @param target defines the object containing the boolean
  57840. * @param propertyPath defines the path to the boolean property in the target object
  57841. * @param condition defines the trigger related conditions
  57842. */
  57843. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57844. var _this = _super.call(this, triggerOptions, condition) || this;
  57845. _this.propertyPath = propertyPath;
  57846. _this._target = _this._effectiveTarget = target;
  57847. return _this;
  57848. }
  57849. /** @hidden */
  57850. SwitchBooleanAction.prototype._prepare = function () {
  57851. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57852. this._property = this._getProperty(this.propertyPath);
  57853. };
  57854. /**
  57855. * Execute the action toggle the boolean value.
  57856. */
  57857. SwitchBooleanAction.prototype.execute = function () {
  57858. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57859. };
  57860. /**
  57861. * Serializes the actions and its related information.
  57862. * @param parent defines the object to serialize in
  57863. * @returns the serialized object
  57864. */
  57865. SwitchBooleanAction.prototype.serialize = function (parent) {
  57866. return _super.prototype._serialize.call(this, {
  57867. name: "SwitchBooleanAction",
  57868. properties: [
  57869. BABYLON.Action._GetTargetProperty(this._target),
  57870. { name: "propertyPath", value: this.propertyPath }
  57871. ]
  57872. }, parent);
  57873. };
  57874. return SwitchBooleanAction;
  57875. }(BABYLON.Action));
  57876. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57877. /**
  57878. * This defines an action responsible to set a the state field of the target
  57879. * to a desired value once triggered.
  57880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57881. */
  57882. var SetStateAction = /** @class */ (function (_super) {
  57883. __extends(SetStateAction, _super);
  57884. /**
  57885. * Instantiate the action
  57886. * @param triggerOptions defines the trigger options
  57887. * @param target defines the object containing the state property
  57888. * @param value defines the value to store in the state field
  57889. * @param condition defines the trigger related conditions
  57890. */
  57891. function SetStateAction(triggerOptions, target, value, condition) {
  57892. var _this = _super.call(this, triggerOptions, condition) || this;
  57893. _this.value = value;
  57894. _this._target = target;
  57895. return _this;
  57896. }
  57897. /**
  57898. * Execute the action and store the value on the target state property.
  57899. */
  57900. SetStateAction.prototype.execute = function () {
  57901. this._target.state = this.value;
  57902. };
  57903. /**
  57904. * Serializes the actions and its related information.
  57905. * @param parent defines the object to serialize in
  57906. * @returns the serialized object
  57907. */
  57908. SetStateAction.prototype.serialize = function (parent) {
  57909. return _super.prototype._serialize.call(this, {
  57910. name: "SetStateAction",
  57911. properties: [
  57912. BABYLON.Action._GetTargetProperty(this._target),
  57913. { name: "value", value: this.value }
  57914. ]
  57915. }, parent);
  57916. };
  57917. return SetStateAction;
  57918. }(BABYLON.Action));
  57919. BABYLON.SetStateAction = SetStateAction;
  57920. /**
  57921. * This defines an action responsible to set a property of the target
  57922. * to a desired value once triggered.
  57923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57924. */
  57925. var SetValueAction = /** @class */ (function (_super) {
  57926. __extends(SetValueAction, _super);
  57927. /**
  57928. * Instantiate the action
  57929. * @param triggerOptions defines the trigger options
  57930. * @param target defines the object containing the property
  57931. * @param propertyPath defines the path of the property to set in the target
  57932. * @param value defines the value to set in the property
  57933. * @param condition defines the trigger related conditions
  57934. */
  57935. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57936. var _this = _super.call(this, triggerOptions, condition) || this;
  57937. _this.propertyPath = propertyPath;
  57938. _this.value = value;
  57939. _this._target = _this._effectiveTarget = target;
  57940. return _this;
  57941. }
  57942. /** @hidden */
  57943. SetValueAction.prototype._prepare = function () {
  57944. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57945. this._property = this._getProperty(this.propertyPath);
  57946. };
  57947. /**
  57948. * Execute the action and set the targetted property to the desired value.
  57949. */
  57950. SetValueAction.prototype.execute = function () {
  57951. this._effectiveTarget[this._property] = this.value;
  57952. if (this._target.markAsDirty) {
  57953. this._target.markAsDirty(this._property);
  57954. }
  57955. };
  57956. /**
  57957. * Serializes the actions and its related information.
  57958. * @param parent defines the object to serialize in
  57959. * @returns the serialized object
  57960. */
  57961. SetValueAction.prototype.serialize = function (parent) {
  57962. return _super.prototype._serialize.call(this, {
  57963. name: "SetValueAction",
  57964. properties: [
  57965. BABYLON.Action._GetTargetProperty(this._target),
  57966. { name: "propertyPath", value: this.propertyPath },
  57967. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57968. ]
  57969. }, parent);
  57970. };
  57971. return SetValueAction;
  57972. }(BABYLON.Action));
  57973. BABYLON.SetValueAction = SetValueAction;
  57974. /**
  57975. * This defines an action responsible to increment the target value
  57976. * to a desired value once triggered.
  57977. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57978. */
  57979. var IncrementValueAction = /** @class */ (function (_super) {
  57980. __extends(IncrementValueAction, _super);
  57981. /**
  57982. * Instantiate the action
  57983. * @param triggerOptions defines the trigger options
  57984. * @param target defines the object containing the property
  57985. * @param propertyPath defines the path of the property to increment in the target
  57986. * @param value defines the value value we should increment the property by
  57987. * @param condition defines the trigger related conditions
  57988. */
  57989. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57990. var _this = _super.call(this, triggerOptions, condition) || this;
  57991. _this.propertyPath = propertyPath;
  57992. _this.value = value;
  57993. _this._target = _this._effectiveTarget = target;
  57994. return _this;
  57995. }
  57996. /** @hidden */
  57997. IncrementValueAction.prototype._prepare = function () {
  57998. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57999. this._property = this._getProperty(this.propertyPath);
  58000. if (typeof this._effectiveTarget[this._property] !== "number") {
  58001. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58002. }
  58003. };
  58004. /**
  58005. * Execute the action and increment the target of the value amount.
  58006. */
  58007. IncrementValueAction.prototype.execute = function () {
  58008. this._effectiveTarget[this._property] += this.value;
  58009. if (this._target.markAsDirty) {
  58010. this._target.markAsDirty(this._property);
  58011. }
  58012. };
  58013. /**
  58014. * Serializes the actions and its related information.
  58015. * @param parent defines the object to serialize in
  58016. * @returns the serialized object
  58017. */
  58018. IncrementValueAction.prototype.serialize = function (parent) {
  58019. return _super.prototype._serialize.call(this, {
  58020. name: "IncrementValueAction",
  58021. properties: [
  58022. BABYLON.Action._GetTargetProperty(this._target),
  58023. { name: "propertyPath", value: this.propertyPath },
  58024. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58025. ]
  58026. }, parent);
  58027. };
  58028. return IncrementValueAction;
  58029. }(BABYLON.Action));
  58030. BABYLON.IncrementValueAction = IncrementValueAction;
  58031. /**
  58032. * This defines an action responsible to start an animation once triggered.
  58033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58034. */
  58035. var PlayAnimationAction = /** @class */ (function (_super) {
  58036. __extends(PlayAnimationAction, _super);
  58037. /**
  58038. * Instantiate the action
  58039. * @param triggerOptions defines the trigger options
  58040. * @param target defines the target animation or animation name
  58041. * @param from defines from where the animation should start (animation frame)
  58042. * @param end defines where the animation should stop (animation frame)
  58043. * @param loop defines if the animation should loop or stop after the first play
  58044. * @param condition defines the trigger related conditions
  58045. */
  58046. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58047. var _this = _super.call(this, triggerOptions, condition) || this;
  58048. _this.from = from;
  58049. _this.to = to;
  58050. _this.loop = loop;
  58051. _this._target = target;
  58052. return _this;
  58053. }
  58054. /** @hidden */
  58055. PlayAnimationAction.prototype._prepare = function () {
  58056. };
  58057. /**
  58058. * Execute the action and play the animation.
  58059. */
  58060. PlayAnimationAction.prototype.execute = function () {
  58061. var scene = this._actionManager.getScene();
  58062. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58063. };
  58064. /**
  58065. * Serializes the actions and its related information.
  58066. * @param parent defines the object to serialize in
  58067. * @returns the serialized object
  58068. */
  58069. PlayAnimationAction.prototype.serialize = function (parent) {
  58070. return _super.prototype._serialize.call(this, {
  58071. name: "PlayAnimationAction",
  58072. properties: [
  58073. BABYLON.Action._GetTargetProperty(this._target),
  58074. { name: "from", value: String(this.from) },
  58075. { name: "to", value: String(this.to) },
  58076. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58077. ]
  58078. }, parent);
  58079. };
  58080. return PlayAnimationAction;
  58081. }(BABYLON.Action));
  58082. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58083. /**
  58084. * This defines an action responsible to stop an animation once triggered.
  58085. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58086. */
  58087. var StopAnimationAction = /** @class */ (function (_super) {
  58088. __extends(StopAnimationAction, _super);
  58089. /**
  58090. * Instantiate the action
  58091. * @param triggerOptions defines the trigger options
  58092. * @param target defines the target animation or animation name
  58093. * @param condition defines the trigger related conditions
  58094. */
  58095. function StopAnimationAction(triggerOptions, target, condition) {
  58096. var _this = _super.call(this, triggerOptions, condition) || this;
  58097. _this._target = target;
  58098. return _this;
  58099. }
  58100. /** @hidden */
  58101. StopAnimationAction.prototype._prepare = function () {
  58102. };
  58103. /**
  58104. * Execute the action and stop the animation.
  58105. */
  58106. StopAnimationAction.prototype.execute = function () {
  58107. var scene = this._actionManager.getScene();
  58108. scene.stopAnimation(this._target);
  58109. };
  58110. /**
  58111. * Serializes the actions and its related information.
  58112. * @param parent defines the object to serialize in
  58113. * @returns the serialized object
  58114. */
  58115. StopAnimationAction.prototype.serialize = function (parent) {
  58116. return _super.prototype._serialize.call(this, {
  58117. name: "StopAnimationAction",
  58118. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58119. }, parent);
  58120. };
  58121. return StopAnimationAction;
  58122. }(BABYLON.Action));
  58123. BABYLON.StopAnimationAction = StopAnimationAction;
  58124. /**
  58125. * This defines an action responsible that does nothing once triggered.
  58126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58127. */
  58128. var DoNothingAction = /** @class */ (function (_super) {
  58129. __extends(DoNothingAction, _super);
  58130. /**
  58131. * Instantiate the action
  58132. * @param triggerOptions defines the trigger options
  58133. * @param condition defines the trigger related conditions
  58134. */
  58135. function DoNothingAction(triggerOptions, condition) {
  58136. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58137. return _super.call(this, triggerOptions, condition) || this;
  58138. }
  58139. /**
  58140. * Execute the action and do nothing.
  58141. */
  58142. DoNothingAction.prototype.execute = function () {
  58143. };
  58144. /**
  58145. * Serializes the actions and its related information.
  58146. * @param parent defines the object to serialize in
  58147. * @returns the serialized object
  58148. */
  58149. DoNothingAction.prototype.serialize = function (parent) {
  58150. return _super.prototype._serialize.call(this, {
  58151. name: "DoNothingAction",
  58152. properties: []
  58153. }, parent);
  58154. };
  58155. return DoNothingAction;
  58156. }(BABYLON.Action));
  58157. BABYLON.DoNothingAction = DoNothingAction;
  58158. /**
  58159. * This defines an action responsible to trigger several actions once triggered.
  58160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58161. */
  58162. var CombineAction = /** @class */ (function (_super) {
  58163. __extends(CombineAction, _super);
  58164. /**
  58165. * Instantiate the action
  58166. * @param triggerOptions defines the trigger options
  58167. * @param children defines the list of aggregated animations to run
  58168. * @param condition defines the trigger related conditions
  58169. */
  58170. function CombineAction(triggerOptions, children, condition) {
  58171. var _this = _super.call(this, triggerOptions, condition) || this;
  58172. _this.children = children;
  58173. return _this;
  58174. }
  58175. /** @hidden */
  58176. CombineAction.prototype._prepare = function () {
  58177. for (var index = 0; index < this.children.length; index++) {
  58178. this.children[index]._actionManager = this._actionManager;
  58179. this.children[index]._prepare();
  58180. }
  58181. };
  58182. /**
  58183. * Execute the action and executes all the aggregated actions.
  58184. */
  58185. CombineAction.prototype.execute = function (evt) {
  58186. for (var index = 0; index < this.children.length; index++) {
  58187. this.children[index].execute(evt);
  58188. }
  58189. };
  58190. /**
  58191. * Serializes the actions and its related information.
  58192. * @param parent defines the object to serialize in
  58193. * @returns the serialized object
  58194. */
  58195. CombineAction.prototype.serialize = function (parent) {
  58196. var serializationObject = _super.prototype._serialize.call(this, {
  58197. name: "CombineAction",
  58198. properties: [],
  58199. combine: []
  58200. }, parent);
  58201. for (var i = 0; i < this.children.length; i++) {
  58202. serializationObject.combine.push(this.children[i].serialize(null));
  58203. }
  58204. return serializationObject;
  58205. };
  58206. return CombineAction;
  58207. }(BABYLON.Action));
  58208. BABYLON.CombineAction = CombineAction;
  58209. /**
  58210. * This defines an action responsible to run code (external event) once triggered.
  58211. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58212. */
  58213. var ExecuteCodeAction = /** @class */ (function (_super) {
  58214. __extends(ExecuteCodeAction, _super);
  58215. /**
  58216. * Instantiate the action
  58217. * @param triggerOptions defines the trigger options
  58218. * @param func defines the callback function to run
  58219. * @param condition defines the trigger related conditions
  58220. */
  58221. function ExecuteCodeAction(triggerOptions, func, condition) {
  58222. var _this = _super.call(this, triggerOptions, condition) || this;
  58223. _this.func = func;
  58224. return _this;
  58225. }
  58226. /**
  58227. * Execute the action and run the attached code.
  58228. */
  58229. ExecuteCodeAction.prototype.execute = function (evt) {
  58230. this.func(evt);
  58231. };
  58232. return ExecuteCodeAction;
  58233. }(BABYLON.Action));
  58234. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58235. /**
  58236. * This defines an action responsible to set the parent property of the target once triggered.
  58237. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58238. */
  58239. var SetParentAction = /** @class */ (function (_super) {
  58240. __extends(SetParentAction, _super);
  58241. /**
  58242. * Instantiate the action
  58243. * @param triggerOptions defines the trigger options
  58244. * @param target defines the target containing the parent property
  58245. * @param parent defines from where the animation should start (animation frame)
  58246. * @param condition defines the trigger related conditions
  58247. */
  58248. function SetParentAction(triggerOptions, target, parent, condition) {
  58249. var _this = _super.call(this, triggerOptions, condition) || this;
  58250. _this._target = target;
  58251. _this._parent = parent;
  58252. return _this;
  58253. }
  58254. /** @hidden */
  58255. SetParentAction.prototype._prepare = function () {
  58256. };
  58257. /**
  58258. * Execute the action and set the parent property.
  58259. */
  58260. SetParentAction.prototype.execute = function () {
  58261. if (this._target.parent === this._parent) {
  58262. return;
  58263. }
  58264. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58265. invertParentWorldMatrix.invert();
  58266. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58267. this._target.parent = this._parent;
  58268. };
  58269. /**
  58270. * Serializes the actions and its related information.
  58271. * @param parent defines the object to serialize in
  58272. * @returns the serialized object
  58273. */
  58274. SetParentAction.prototype.serialize = function (parent) {
  58275. return _super.prototype._serialize.call(this, {
  58276. name: "SetParentAction",
  58277. properties: [
  58278. BABYLON.Action._GetTargetProperty(this._target),
  58279. BABYLON.Action._GetTargetProperty(this._parent),
  58280. ]
  58281. }, parent);
  58282. };
  58283. return SetParentAction;
  58284. }(BABYLON.Action));
  58285. BABYLON.SetParentAction = SetParentAction;
  58286. })(BABYLON || (BABYLON = {}));
  58287. //# sourceMappingURL=babylon.directActions.js.map
  58288. var BABYLON;
  58289. (function (BABYLON) {
  58290. /**
  58291. * Class used to manage multiple sprites on the same spritesheet
  58292. * @see http://doc.babylonjs.com/babylon101/sprites
  58293. */
  58294. var SpriteManager = /** @class */ (function () {
  58295. /**
  58296. * Creates a new sprite manager
  58297. * @param name defines the manager's name
  58298. * @param imgUrl defines the sprite sheet url
  58299. * @param capacity defines the maximum allowed number of sprites
  58300. * @param cellSize defines the size of a sprite cell
  58301. * @param scene defines the hosting scene
  58302. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58303. * @param samplingMode defines the smapling mode to use with spritesheet
  58304. */
  58305. function SpriteManager(
  58306. /** defines the manager's name */
  58307. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58308. if (epsilon === void 0) { epsilon = 0.01; }
  58309. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58310. this.name = name;
  58311. /** Gets the list of sprites */
  58312. this.sprites = new Array();
  58313. /** Gets or sets the rendering group id (0 by default) */
  58314. this.renderingGroupId = 0;
  58315. /** Gets or sets camera layer mask */
  58316. this.layerMask = 0x0FFFFFFF;
  58317. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58318. this.fogEnabled = true;
  58319. /** Gets or sets a boolean indicating if the sprites are pickable */
  58320. this.isPickable = false;
  58321. /**
  58322. * An event triggered when the manager is disposed.
  58323. */
  58324. this.onDisposeObservable = new BABYLON.Observable();
  58325. this._vertexBuffers = {};
  58326. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58327. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58328. }
  58329. this._capacity = capacity;
  58330. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58331. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58332. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58333. if (cellSize.width && cellSize.height) {
  58334. this.cellWidth = cellSize.width;
  58335. this.cellHeight = cellSize.height;
  58336. }
  58337. else if (cellSize !== undefined) {
  58338. this.cellWidth = cellSize;
  58339. this.cellHeight = cellSize;
  58340. }
  58341. else {
  58342. return;
  58343. }
  58344. this._epsilon = epsilon;
  58345. this._scene = scene;
  58346. this._scene.spriteManagers.push(this);
  58347. var indices = [];
  58348. var index = 0;
  58349. for (var count = 0; count < capacity; count++) {
  58350. indices.push(index);
  58351. indices.push(index + 1);
  58352. indices.push(index + 2);
  58353. indices.push(index);
  58354. indices.push(index + 2);
  58355. indices.push(index + 3);
  58356. index += 4;
  58357. }
  58358. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58359. // VBO
  58360. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58361. this._vertexData = new Float32Array(capacity * 16 * 4);
  58362. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58363. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58364. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58365. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58366. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58367. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58368. this._vertexBuffers["options"] = options;
  58369. this._vertexBuffers["cellInfo"] = cellInfo;
  58370. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58371. // Effects
  58372. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58373. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58374. }
  58375. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58376. /**
  58377. * Callback called when the manager is disposed
  58378. */
  58379. set: function (callback) {
  58380. if (this._onDisposeObserver) {
  58381. this.onDisposeObservable.remove(this._onDisposeObserver);
  58382. }
  58383. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58384. },
  58385. enumerable: true,
  58386. configurable: true
  58387. });
  58388. Object.defineProperty(SpriteManager.prototype, "texture", {
  58389. /**
  58390. * Gets or sets the spritesheet texture
  58391. */
  58392. get: function () {
  58393. return this._spriteTexture;
  58394. },
  58395. set: function (value) {
  58396. this._spriteTexture = value;
  58397. },
  58398. enumerable: true,
  58399. configurable: true
  58400. });
  58401. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58402. var arrayOffset = index * 16;
  58403. if (offsetX === 0) {
  58404. offsetX = this._epsilon;
  58405. }
  58406. else if (offsetX === 1) {
  58407. offsetX = 1 - this._epsilon;
  58408. }
  58409. if (offsetY === 0) {
  58410. offsetY = this._epsilon;
  58411. }
  58412. else if (offsetY === 1) {
  58413. offsetY = 1 - this._epsilon;
  58414. }
  58415. this._vertexData[arrayOffset] = sprite.position.x;
  58416. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58417. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58418. this._vertexData[arrayOffset + 3] = sprite.angle;
  58419. this._vertexData[arrayOffset + 4] = sprite.width;
  58420. this._vertexData[arrayOffset + 5] = sprite.height;
  58421. this._vertexData[arrayOffset + 6] = offsetX;
  58422. this._vertexData[arrayOffset + 7] = offsetY;
  58423. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58424. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58425. var offset = (sprite.cellIndex / rowSize) >> 0;
  58426. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58427. this._vertexData[arrayOffset + 11] = offset;
  58428. // Color
  58429. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58430. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58431. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58432. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58433. };
  58434. /**
  58435. * Intersects the sprites with a ray
  58436. * @param ray defines the ray to intersect with
  58437. * @param camera defines the current active camera
  58438. * @param predicate defines a predicate used to select candidate sprites
  58439. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58440. * @returns null if no hit or a PickingInfo
  58441. */
  58442. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58443. var count = Math.min(this._capacity, this.sprites.length);
  58444. var min = BABYLON.Vector3.Zero();
  58445. var max = BABYLON.Vector3.Zero();
  58446. var distance = Number.MAX_VALUE;
  58447. var currentSprite = null;
  58448. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58449. var cameraView = camera.getViewMatrix();
  58450. for (var index = 0; index < count; index++) {
  58451. var sprite = this.sprites[index];
  58452. if (!sprite) {
  58453. continue;
  58454. }
  58455. if (predicate) {
  58456. if (!predicate(sprite)) {
  58457. continue;
  58458. }
  58459. }
  58460. else if (!sprite.isPickable) {
  58461. continue;
  58462. }
  58463. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58464. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58465. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58466. if (ray.intersectsBoxMinMax(min, max)) {
  58467. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58468. if (distance > currentDistance) {
  58469. distance = currentDistance;
  58470. currentSprite = sprite;
  58471. if (fastCheck) {
  58472. break;
  58473. }
  58474. }
  58475. }
  58476. }
  58477. if (currentSprite) {
  58478. var result = new BABYLON.PickingInfo();
  58479. result.hit = true;
  58480. result.pickedSprite = currentSprite;
  58481. result.distance = distance;
  58482. return result;
  58483. }
  58484. return null;
  58485. };
  58486. /**
  58487. * Render all child sprites
  58488. */
  58489. SpriteManager.prototype.render = function () {
  58490. // Check
  58491. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58492. return;
  58493. }
  58494. var engine = this._scene.getEngine();
  58495. var baseSize = this._spriteTexture.getBaseSize();
  58496. // Sprites
  58497. var deltaTime = engine.getDeltaTime();
  58498. var max = Math.min(this._capacity, this.sprites.length);
  58499. var rowSize = baseSize.width / this.cellWidth;
  58500. var offset = 0;
  58501. for (var index = 0; index < max; index++) {
  58502. var sprite = this.sprites[index];
  58503. if (!sprite || !sprite.isVisible) {
  58504. continue;
  58505. }
  58506. sprite._animate(deltaTime);
  58507. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58508. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58509. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58510. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58511. }
  58512. this._buffer.update(this._vertexData);
  58513. // Render
  58514. var effect = this._effectBase;
  58515. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58516. effect = this._effectFog;
  58517. }
  58518. engine.enableEffect(effect);
  58519. var viewMatrix = this._scene.getViewMatrix();
  58520. effect.setTexture("diffuseSampler", this._spriteTexture);
  58521. effect.setMatrix("view", viewMatrix);
  58522. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58523. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58524. // Fog
  58525. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58526. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58527. effect.setColor3("vFogColor", this._scene.fogColor);
  58528. }
  58529. // VBOs
  58530. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58531. // Draw order
  58532. engine.setDepthFunctionToLessOrEqual();
  58533. effect.setBool("alphaTest", true);
  58534. engine.setColorWrite(false);
  58535. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58536. engine.setColorWrite(true);
  58537. effect.setBool("alphaTest", false);
  58538. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58539. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58540. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58541. };
  58542. /**
  58543. * Release associated resources
  58544. */
  58545. SpriteManager.prototype.dispose = function () {
  58546. if (this._buffer) {
  58547. this._buffer.dispose();
  58548. this._buffer = null;
  58549. }
  58550. if (this._indexBuffer) {
  58551. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58552. this._indexBuffer = null;
  58553. }
  58554. if (this._spriteTexture) {
  58555. this._spriteTexture.dispose();
  58556. this._spriteTexture = null;
  58557. }
  58558. // Remove from scene
  58559. var index = this._scene.spriteManagers.indexOf(this);
  58560. this._scene.spriteManagers.splice(index, 1);
  58561. // Callback
  58562. this.onDisposeObservable.notifyObservers(this);
  58563. this.onDisposeObservable.clear();
  58564. };
  58565. return SpriteManager;
  58566. }());
  58567. BABYLON.SpriteManager = SpriteManager;
  58568. })(BABYLON || (BABYLON = {}));
  58569. //# sourceMappingURL=babylon.spriteManager.js.map
  58570. var BABYLON;
  58571. (function (BABYLON) {
  58572. /**
  58573. * Class used to represent a sprite
  58574. * @see http://doc.babylonjs.com/babylon101/sprites
  58575. */
  58576. var Sprite = /** @class */ (function () {
  58577. /**
  58578. * Creates a new Sprite
  58579. * @param name defines the name
  58580. * @param manager defines the manager
  58581. */
  58582. function Sprite(
  58583. /** defines the name */
  58584. name, manager) {
  58585. this.name = name;
  58586. /** Gets or sets the main color */
  58587. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58588. /** Gets or sets the width */
  58589. this.width = 1.0;
  58590. /** Gets or sets the height */
  58591. this.height = 1.0;
  58592. /** Gets or sets rotation angle */
  58593. this.angle = 0;
  58594. /** Gets or sets the cell index in the sprite sheet */
  58595. this.cellIndex = 0;
  58596. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58597. this.invertU = 0;
  58598. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58599. this.invertV = 0;
  58600. /** Gets the list of attached animations */
  58601. this.animations = new Array();
  58602. /** Gets or sets a boolean indicating if the sprite can be picked */
  58603. this.isPickable = false;
  58604. this._animationStarted = false;
  58605. this._loopAnimation = false;
  58606. this._fromIndex = 0;
  58607. this._toIndex = 0;
  58608. this._delay = 0;
  58609. this._direction = 1;
  58610. this._time = 0;
  58611. /**
  58612. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58613. */
  58614. this.isVisible = true;
  58615. this._manager = manager;
  58616. this._manager.sprites.push(this);
  58617. this.position = BABYLON.Vector3.Zero();
  58618. }
  58619. Object.defineProperty(Sprite.prototype, "size", {
  58620. /**
  58621. * Gets or sets the sprite size
  58622. */
  58623. get: function () {
  58624. return this.width;
  58625. },
  58626. set: function (value) {
  58627. this.width = value;
  58628. this.height = value;
  58629. },
  58630. enumerable: true,
  58631. configurable: true
  58632. });
  58633. /**
  58634. * Starts an animation
  58635. * @param from defines the initial key
  58636. * @param to defines the end key
  58637. * @param loop defines if the animation must loop
  58638. * @param delay defines the start delay (in ms)
  58639. * @param onAnimationEnd defines a callback to call when animation ends
  58640. */
  58641. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58642. this._fromIndex = from;
  58643. this._toIndex = to;
  58644. this._loopAnimation = loop;
  58645. this._delay = delay;
  58646. this._animationStarted = true;
  58647. this._direction = from < to ? 1 : -1;
  58648. this.cellIndex = from;
  58649. this._time = 0;
  58650. this._onAnimationEnd = onAnimationEnd;
  58651. };
  58652. /** Stops current animation (if any) */
  58653. Sprite.prototype.stopAnimation = function () {
  58654. this._animationStarted = false;
  58655. };
  58656. /** @hidden */
  58657. Sprite.prototype._animate = function (deltaTime) {
  58658. if (!this._animationStarted) {
  58659. return;
  58660. }
  58661. this._time += deltaTime;
  58662. if (this._time > this._delay) {
  58663. this._time = this._time % this._delay;
  58664. this.cellIndex += this._direction;
  58665. if (this.cellIndex > this._toIndex) {
  58666. if (this._loopAnimation) {
  58667. this.cellIndex = this._fromIndex;
  58668. }
  58669. else {
  58670. this.cellIndex = this._toIndex;
  58671. this._animationStarted = false;
  58672. if (this._onAnimationEnd) {
  58673. this._onAnimationEnd();
  58674. }
  58675. if (this.disposeWhenFinishedAnimating) {
  58676. this.dispose();
  58677. }
  58678. }
  58679. }
  58680. }
  58681. };
  58682. /** Release associated resources */
  58683. Sprite.prototype.dispose = function () {
  58684. for (var i = 0; i < this._manager.sprites.length; i++) {
  58685. if (this._manager.sprites[i] == this) {
  58686. this._manager.sprites.splice(i, 1);
  58687. }
  58688. }
  58689. };
  58690. return Sprite;
  58691. }());
  58692. BABYLON.Sprite = Sprite;
  58693. })(BABYLON || (BABYLON = {}));
  58694. //# sourceMappingURL=babylon.sprite.js.map
  58695. var BABYLON;
  58696. (function (BABYLON) {
  58697. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58698. if (!BABYLON.PickingInfo) {
  58699. return null;
  58700. }
  58701. var pickingInfo = null;
  58702. if (!camera) {
  58703. if (!this.activeCamera) {
  58704. return null;
  58705. }
  58706. camera = this.activeCamera;
  58707. }
  58708. if (this.spriteManagers.length > 0) {
  58709. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58710. var spriteManager = this.spriteManagers[spriteIndex];
  58711. if (!spriteManager.isPickable) {
  58712. continue;
  58713. }
  58714. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58715. if (!result || !result.hit) {
  58716. continue;
  58717. }
  58718. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58719. continue;
  58720. }
  58721. pickingInfo = result;
  58722. if (fastCheck) {
  58723. break;
  58724. }
  58725. }
  58726. }
  58727. return pickingInfo || new BABYLON.PickingInfo();
  58728. };
  58729. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58730. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58731. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58732. };
  58733. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58734. if (!this._tempSpritePickingRay) {
  58735. return null;
  58736. }
  58737. if (!camera) {
  58738. if (!this.activeCamera) {
  58739. return null;
  58740. }
  58741. camera = this.activeCamera;
  58742. }
  58743. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58744. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58745. };
  58746. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58747. if (this._pointerOverSprite === sprite) {
  58748. return;
  58749. }
  58750. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58751. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58752. }
  58753. this._pointerOverSprite = sprite;
  58754. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58755. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58756. }
  58757. };
  58758. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58759. return this._pointerOverSprite;
  58760. };
  58761. /**
  58762. * Defines the sprite scene component responsible to manage sprites
  58763. * in a given scene.
  58764. */
  58765. var SpriteSceneComponent = /** @class */ (function () {
  58766. /**
  58767. * Creates a new instance of the component for the given scene
  58768. * @param scene Defines the scene to register the component in
  58769. */
  58770. function SpriteSceneComponent(scene) {
  58771. /**
  58772. * The component name helpfull to identify the component in the list of scene components.
  58773. */
  58774. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58775. this.scene = scene;
  58776. this.scene.spriteManagers = new Array();
  58777. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58778. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58779. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58780. this._spritePredicate = function (sprite) {
  58781. if (!sprite.actionManager) {
  58782. return false;
  58783. }
  58784. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58785. };
  58786. }
  58787. /**
  58788. * Registers the component in a given scene
  58789. */
  58790. SpriteSceneComponent.prototype.register = function () {
  58791. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58792. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58793. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58794. };
  58795. /**
  58796. * Rebuilds the elements related to this component in case of
  58797. * context lost for instance.
  58798. */
  58799. SpriteSceneComponent.prototype.rebuild = function () {
  58800. /** Nothing to do for sprites */
  58801. };
  58802. /**
  58803. * Disposes the component and the associated ressources.
  58804. */
  58805. SpriteSceneComponent.prototype.dispose = function () {
  58806. this.scene.onBeforeSpritesRenderingObservable.clear();
  58807. this.scene.onAfterSpritesRenderingObservable.clear();
  58808. var spriteManagers = this.scene.spriteManagers;
  58809. while (spriteManagers.length) {
  58810. spriteManagers[0].dispose();
  58811. }
  58812. };
  58813. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58814. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58815. if (result) {
  58816. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58817. }
  58818. return result;
  58819. };
  58820. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58821. var scene = this.scene;
  58822. if (isMeshPicked) {
  58823. scene.setPointerOverSprite(null);
  58824. }
  58825. else {
  58826. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58827. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58828. scene.setPointerOverSprite(pickResult.pickedSprite);
  58829. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58830. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58831. }
  58832. else {
  58833. canvas.style.cursor = scene.hoverCursor;
  58834. }
  58835. }
  58836. else {
  58837. scene.setPointerOverSprite(null);
  58838. }
  58839. }
  58840. return pickResult;
  58841. };
  58842. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58843. var scene = this.scene;
  58844. scene._pickedDownSprite = null;
  58845. if (scene.spriteManagers.length > 0) {
  58846. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58847. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58848. if (pickResult.pickedSprite.actionManager) {
  58849. scene._pickedDownSprite = pickResult.pickedSprite;
  58850. switch (evt.button) {
  58851. case 0:
  58852. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58853. break;
  58854. case 1:
  58855. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58856. break;
  58857. case 2:
  58858. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58859. break;
  58860. }
  58861. if (pickResult.pickedSprite.actionManager) {
  58862. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58863. }
  58864. }
  58865. }
  58866. }
  58867. return pickResult;
  58868. };
  58869. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58870. var scene = this.scene;
  58871. if (scene.spriteManagers.length > 0) {
  58872. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58873. if (spritePickResult) {
  58874. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58875. if (spritePickResult.pickedSprite.actionManager) {
  58876. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58877. if (spritePickResult.pickedSprite.actionManager) {
  58878. if (!this.scene._isPointerSwiping()) {
  58879. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58880. }
  58881. }
  58882. }
  58883. }
  58884. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58885. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58886. }
  58887. }
  58888. }
  58889. return pickResult;
  58890. };
  58891. return SpriteSceneComponent;
  58892. }());
  58893. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58894. })(BABYLON || (BABYLON = {}));
  58895. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58896. var BABYLON;
  58897. (function (BABYLON) {
  58898. /**
  58899. * @hidden
  58900. */
  58901. var IntersectionInfo = /** @class */ (function () {
  58902. function IntersectionInfo(bu, bv, distance) {
  58903. this.bu = bu;
  58904. this.bv = bv;
  58905. this.distance = distance;
  58906. this.faceId = 0;
  58907. this.subMeshId = 0;
  58908. }
  58909. return IntersectionInfo;
  58910. }());
  58911. BABYLON.IntersectionInfo = IntersectionInfo;
  58912. /**
  58913. * Information about the result of picking within a scene
  58914. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58915. */
  58916. var PickingInfo = /** @class */ (function () {
  58917. function PickingInfo() {
  58918. /**
  58919. * If the pick collided with an object
  58920. */
  58921. this.hit = false;
  58922. /**
  58923. * Distance away where the pick collided
  58924. */
  58925. this.distance = 0;
  58926. /**
  58927. * The location of pick collision
  58928. */
  58929. this.pickedPoint = null;
  58930. /**
  58931. * The mesh corresponding the the pick collision
  58932. */
  58933. this.pickedMesh = null;
  58934. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58935. this.bu = 0;
  58936. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58937. this.bv = 0;
  58938. /** The id of the face on the mesh that was picked */
  58939. this.faceId = -1;
  58940. /** Id of the the submesh that was picked */
  58941. this.subMeshId = 0;
  58942. /** If a sprite was picked, this will be the sprite the pick collided with */
  58943. this.pickedSprite = null;
  58944. /**
  58945. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58946. */
  58947. this.originMesh = null;
  58948. /**
  58949. * The ray that was used to perform the picking.
  58950. */
  58951. this.ray = null;
  58952. }
  58953. /**
  58954. * Gets the normal correspodning to the face the pick collided with
  58955. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58956. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58957. * @returns The normal correspodning to the face the pick collided with
  58958. */
  58959. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58960. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58961. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58962. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58963. return null;
  58964. }
  58965. var indices = this.pickedMesh.getIndices();
  58966. if (!indices) {
  58967. return null;
  58968. }
  58969. var result;
  58970. if (useVerticesNormals) {
  58971. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58972. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58973. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58974. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58975. normal0 = normal0.scale(this.bu);
  58976. normal1 = normal1.scale(this.bv);
  58977. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58978. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58979. }
  58980. else {
  58981. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58982. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58983. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58984. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58985. var p1p2 = vertex1.subtract(vertex2);
  58986. var p3p2 = vertex3.subtract(vertex2);
  58987. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58988. }
  58989. if (useWorldCoordinates) {
  58990. var wm = this.pickedMesh.getWorldMatrix();
  58991. if (this.pickedMesh.nonUniformScaling) {
  58992. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58993. wm = BABYLON.Tmp.Matrix[0];
  58994. wm.setTranslationFromFloats(0, 0, 0);
  58995. wm.invert();
  58996. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58997. wm = BABYLON.Tmp.Matrix[1];
  58998. }
  58999. result = BABYLON.Vector3.TransformNormal(result, wm);
  59000. }
  59001. result.normalize();
  59002. return result;
  59003. };
  59004. /**
  59005. * Gets the texture coordinates of where the pick occured
  59006. * @returns the vector containing the coordnates of the texture
  59007. */
  59008. PickingInfo.prototype.getTextureCoordinates = function () {
  59009. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59010. return null;
  59011. }
  59012. var indices = this.pickedMesh.getIndices();
  59013. if (!indices) {
  59014. return null;
  59015. }
  59016. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59017. if (!uvs) {
  59018. return null;
  59019. }
  59020. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59021. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59022. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59023. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59024. uv1 = uv1.scale(this.bu);
  59025. uv2 = uv2.scale(this.bv);
  59026. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59027. };
  59028. return PickingInfo;
  59029. }());
  59030. BABYLON.PickingInfo = PickingInfo;
  59031. })(BABYLON || (BABYLON = {}));
  59032. //# sourceMappingURL=babylon.pickingInfo.js.map
  59033. var BABYLON;
  59034. (function (BABYLON) {
  59035. /**
  59036. * Class representing a ray with position and direction
  59037. */
  59038. var Ray = /** @class */ (function () {
  59039. /**
  59040. * Creates a new ray
  59041. * @param origin origin point
  59042. * @param direction direction
  59043. * @param length length of the ray
  59044. */
  59045. function Ray(
  59046. /** origin point */
  59047. origin,
  59048. /** direction */
  59049. direction,
  59050. /** length of the ray */
  59051. length) {
  59052. if (length === void 0) { length = Number.MAX_VALUE; }
  59053. this.origin = origin;
  59054. this.direction = direction;
  59055. this.length = length;
  59056. }
  59057. // Methods
  59058. /**
  59059. * Checks if the ray intersects a box
  59060. * @param minimum bound of the box
  59061. * @param maximum bound of the box
  59062. * @param intersectionTreshold extra extend to be added to the box in all direction
  59063. * @returns if the box was hit
  59064. */
  59065. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59066. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59067. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59068. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59069. var d = 0.0;
  59070. var maxValue = Number.MAX_VALUE;
  59071. var inv;
  59072. var min;
  59073. var max;
  59074. var temp;
  59075. if (Math.abs(this.direction.x) < 0.0000001) {
  59076. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59077. return false;
  59078. }
  59079. }
  59080. else {
  59081. inv = 1.0 / this.direction.x;
  59082. min = (newMinimum.x - this.origin.x) * inv;
  59083. max = (newMaximum.x - this.origin.x) * inv;
  59084. if (max === -Infinity) {
  59085. max = Infinity;
  59086. }
  59087. if (min > max) {
  59088. temp = min;
  59089. min = max;
  59090. max = temp;
  59091. }
  59092. d = Math.max(min, d);
  59093. maxValue = Math.min(max, maxValue);
  59094. if (d > maxValue) {
  59095. return false;
  59096. }
  59097. }
  59098. if (Math.abs(this.direction.y) < 0.0000001) {
  59099. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59100. return false;
  59101. }
  59102. }
  59103. else {
  59104. inv = 1.0 / this.direction.y;
  59105. min = (newMinimum.y - this.origin.y) * inv;
  59106. max = (newMaximum.y - this.origin.y) * inv;
  59107. if (max === -Infinity) {
  59108. max = Infinity;
  59109. }
  59110. if (min > max) {
  59111. temp = min;
  59112. min = max;
  59113. max = temp;
  59114. }
  59115. d = Math.max(min, d);
  59116. maxValue = Math.min(max, maxValue);
  59117. if (d > maxValue) {
  59118. return false;
  59119. }
  59120. }
  59121. if (Math.abs(this.direction.z) < 0.0000001) {
  59122. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59123. return false;
  59124. }
  59125. }
  59126. else {
  59127. inv = 1.0 / this.direction.z;
  59128. min = (newMinimum.z - this.origin.z) * inv;
  59129. max = (newMaximum.z - this.origin.z) * inv;
  59130. if (max === -Infinity) {
  59131. max = Infinity;
  59132. }
  59133. if (min > max) {
  59134. temp = min;
  59135. min = max;
  59136. max = temp;
  59137. }
  59138. d = Math.max(min, d);
  59139. maxValue = Math.min(max, maxValue);
  59140. if (d > maxValue) {
  59141. return false;
  59142. }
  59143. }
  59144. return true;
  59145. };
  59146. /**
  59147. * Checks if the ray intersects a box
  59148. * @param box the bounding box to check
  59149. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59150. * @returns if the box was hit
  59151. */
  59152. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59153. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59154. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59155. };
  59156. /**
  59157. * If the ray hits a sphere
  59158. * @param sphere the bounding sphere to check
  59159. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59160. * @returns true if it hits the sphere
  59161. */
  59162. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59163. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59164. var x = sphere.center.x - this.origin.x;
  59165. var y = sphere.center.y - this.origin.y;
  59166. var z = sphere.center.z - this.origin.z;
  59167. var pyth = (x * x) + (y * y) + (z * z);
  59168. var radius = sphere.radius + intersectionTreshold;
  59169. var rr = radius * radius;
  59170. if (pyth <= rr) {
  59171. return true;
  59172. }
  59173. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59174. if (dot < 0.0) {
  59175. return false;
  59176. }
  59177. var temp = pyth - (dot * dot);
  59178. return temp <= rr;
  59179. };
  59180. /**
  59181. * If the ray hits a triange
  59182. * @param vertex0 triangle vertex
  59183. * @param vertex1 triangle vertex
  59184. * @param vertex2 triangle vertex
  59185. * @returns intersection information if hit
  59186. */
  59187. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59188. var edge1 = Ray.TmpVector3[0];
  59189. var edge2 = Ray.TmpVector3[1];
  59190. var pvec = Ray.TmpVector3[2];
  59191. var tvec = Ray.TmpVector3[3];
  59192. var qvec = Ray.TmpVector3[4];
  59193. vertex1.subtractToRef(vertex0, edge1);
  59194. vertex2.subtractToRef(vertex0, edge2);
  59195. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59196. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59197. if (det === 0) {
  59198. return null;
  59199. }
  59200. var invdet = 1 / det;
  59201. this.origin.subtractToRef(vertex0, tvec);
  59202. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59203. if (bu < 0 || bu > 1.0) {
  59204. return null;
  59205. }
  59206. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59207. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59208. if (bv < 0 || bu + bv > 1.0) {
  59209. return null;
  59210. }
  59211. //check if the distance is longer than the predefined length.
  59212. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59213. if (distance > this.length) {
  59214. return null;
  59215. }
  59216. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59217. };
  59218. /**
  59219. * Checks if ray intersects a plane
  59220. * @param plane the plane to check
  59221. * @returns the distance away it was hit
  59222. */
  59223. Ray.prototype.intersectsPlane = function (plane) {
  59224. var distance;
  59225. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59226. if (Math.abs(result1) < 9.99999997475243E-07) {
  59227. return null;
  59228. }
  59229. else {
  59230. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59231. distance = (-plane.d - result2) / result1;
  59232. if (distance < 0.0) {
  59233. if (distance < -9.99999997475243E-07) {
  59234. return null;
  59235. }
  59236. else {
  59237. return 0;
  59238. }
  59239. }
  59240. return distance;
  59241. }
  59242. };
  59243. /**
  59244. * Checks if ray intersects a mesh
  59245. * @param mesh the mesh to check
  59246. * @param fastCheck if only the bounding box should checked
  59247. * @returns picking info of the intersecton
  59248. */
  59249. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59250. var tm = BABYLON.Tmp.Matrix[0];
  59251. mesh.getWorldMatrix().invertToRef(tm);
  59252. if (this._tmpRay) {
  59253. Ray.TransformToRef(this, tm, this._tmpRay);
  59254. }
  59255. else {
  59256. this._tmpRay = Ray.Transform(this, tm);
  59257. }
  59258. return mesh.intersects(this._tmpRay, fastCheck);
  59259. };
  59260. /**
  59261. * Checks if ray intersects a mesh
  59262. * @param meshes the meshes to check
  59263. * @param fastCheck if only the bounding box should checked
  59264. * @param results array to store result in
  59265. * @returns Array of picking infos
  59266. */
  59267. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59268. if (results) {
  59269. results.length = 0;
  59270. }
  59271. else {
  59272. results = [];
  59273. }
  59274. for (var i = 0; i < meshes.length; i++) {
  59275. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59276. if (pickInfo.hit) {
  59277. results.push(pickInfo);
  59278. }
  59279. }
  59280. results.sort(this._comparePickingInfo);
  59281. return results;
  59282. };
  59283. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59284. if (pickingInfoA.distance < pickingInfoB.distance) {
  59285. return -1;
  59286. }
  59287. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59288. return 1;
  59289. }
  59290. else {
  59291. return 0;
  59292. }
  59293. };
  59294. /**
  59295. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59296. * @param sega the first point of the segment to test the intersection against
  59297. * @param segb the second point of the segment to test the intersection against
  59298. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59299. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59300. */
  59301. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59302. var o = this.origin;
  59303. var u = BABYLON.Tmp.Vector3[0];
  59304. var rsegb = BABYLON.Tmp.Vector3[1];
  59305. var v = BABYLON.Tmp.Vector3[2];
  59306. var w = BABYLON.Tmp.Vector3[3];
  59307. segb.subtractToRef(sega, u);
  59308. this.direction.scaleToRef(Ray.rayl, v);
  59309. o.addToRef(v, rsegb);
  59310. sega.subtractToRef(o, w);
  59311. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59312. var b = BABYLON.Vector3.Dot(u, v);
  59313. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59314. var d = BABYLON.Vector3.Dot(u, w);
  59315. var e = BABYLON.Vector3.Dot(v, w);
  59316. var D = a * c - b * b; // always >= 0
  59317. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59318. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59319. // compute the line parameters of the two closest points
  59320. if (D < Ray.smallnum) { // the lines are almost parallel
  59321. sN = 0.0; // force using point P0 on segment S1
  59322. sD = 1.0; // to prevent possible division by 0.0 later
  59323. tN = e;
  59324. tD = c;
  59325. }
  59326. else { // get the closest points on the infinite lines
  59327. sN = (b * e - c * d);
  59328. tN = (a * e - b * d);
  59329. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59330. sN = 0.0;
  59331. tN = e;
  59332. tD = c;
  59333. }
  59334. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59335. sN = sD;
  59336. tN = e + b;
  59337. tD = c;
  59338. }
  59339. }
  59340. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59341. tN = 0.0;
  59342. // recompute sc for this edge
  59343. if (-d < 0.0) {
  59344. sN = 0.0;
  59345. }
  59346. else if (-d > a) {
  59347. sN = sD;
  59348. }
  59349. else {
  59350. sN = -d;
  59351. sD = a;
  59352. }
  59353. }
  59354. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59355. tN = tD;
  59356. // recompute sc for this edge
  59357. if ((-d + b) < 0.0) {
  59358. sN = 0;
  59359. }
  59360. else if ((-d + b) > a) {
  59361. sN = sD;
  59362. }
  59363. else {
  59364. sN = (-d + b);
  59365. sD = a;
  59366. }
  59367. }
  59368. // finally do the division to get sc and tc
  59369. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59370. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59371. // get the difference of the two closest points
  59372. var qtc = BABYLON.Tmp.Vector3[4];
  59373. v.scaleToRef(tc, qtc);
  59374. var qsc = BABYLON.Tmp.Vector3[5];
  59375. u.scaleToRef(sc, qsc);
  59376. qsc.addInPlace(w);
  59377. var dP = BABYLON.Tmp.Vector3[6];
  59378. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59379. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59380. if (isIntersected) {
  59381. return qsc.length();
  59382. }
  59383. return -1;
  59384. };
  59385. /**
  59386. * Update the ray from viewport position
  59387. * @param x position
  59388. * @param y y position
  59389. * @param viewportWidth viewport width
  59390. * @param viewportHeight viewport height
  59391. * @param world world matrix
  59392. * @param view view matrix
  59393. * @param projection projection matrix
  59394. * @returns this ray updated
  59395. */
  59396. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59397. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59398. return this;
  59399. };
  59400. // Statics
  59401. /**
  59402. * Creates a ray with origin and direction of 0,0,0
  59403. * @returns the new ray
  59404. */
  59405. Ray.Zero = function () {
  59406. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59407. };
  59408. /**
  59409. * Creates a new ray from screen space and viewport
  59410. * @param x position
  59411. * @param y y position
  59412. * @param viewportWidth viewport width
  59413. * @param viewportHeight viewport height
  59414. * @param world world matrix
  59415. * @param view view matrix
  59416. * @param projection projection matrix
  59417. * @returns new ray
  59418. */
  59419. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59420. var result = Ray.Zero();
  59421. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59422. };
  59423. /**
  59424. * 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
  59425. * transformed to the given world matrix.
  59426. * @param origin The origin point
  59427. * @param end The end point
  59428. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59429. * @returns the new ray
  59430. */
  59431. Ray.CreateNewFromTo = function (origin, end, world) {
  59432. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59433. var direction = end.subtract(origin);
  59434. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59435. direction.normalize();
  59436. return Ray.Transform(new Ray(origin, direction, length), world);
  59437. };
  59438. /**
  59439. * Transforms a ray by a matrix
  59440. * @param ray ray to transform
  59441. * @param matrix matrix to apply
  59442. * @returns the resulting new ray
  59443. */
  59444. Ray.Transform = function (ray, matrix) {
  59445. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59446. Ray.TransformToRef(ray, matrix, result);
  59447. return result;
  59448. };
  59449. /**
  59450. * Transforms a ray by a matrix
  59451. * @param ray ray to transform
  59452. * @param matrix matrix to apply
  59453. * @param result ray to store result in
  59454. */
  59455. Ray.TransformToRef = function (ray, matrix, result) {
  59456. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59457. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59458. result.length = ray.length;
  59459. var dir = result.direction;
  59460. var len = dir.length();
  59461. if (!(len === 0 || len === 1)) {
  59462. var num = 1.0 / len;
  59463. dir.x *= num;
  59464. dir.y *= num;
  59465. dir.z *= num;
  59466. result.length *= len;
  59467. }
  59468. };
  59469. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59470. Ray.smallnum = 0.00000001;
  59471. Ray.rayl = 10e8;
  59472. return Ray;
  59473. }());
  59474. BABYLON.Ray = Ray;
  59475. })(BABYLON || (BABYLON = {}));
  59476. //# sourceMappingURL=babylon.ray.js.map
  59477. var BABYLON;
  59478. (function (BABYLON) {
  59479. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59480. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59481. return false;
  59482. }
  59483. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59484. return false;
  59485. }
  59486. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59487. return false;
  59488. }
  59489. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59490. return false;
  59491. }
  59492. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59493. return false;
  59494. }
  59495. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59496. return false;
  59497. }
  59498. return true;
  59499. };
  59500. var getLowestRoot = (function () {
  59501. var result = { root: 0, found: false };
  59502. return function (a, b, c, maxR) {
  59503. result.root = 0;
  59504. result.found = false;
  59505. var determinant = b * b - 4.0 * a * c;
  59506. if (determinant < 0) {
  59507. return result;
  59508. }
  59509. var sqrtD = Math.sqrt(determinant);
  59510. var r1 = (-b - sqrtD) / (2.0 * a);
  59511. var r2 = (-b + sqrtD) / (2.0 * a);
  59512. if (r1 > r2) {
  59513. var temp = r2;
  59514. r2 = r1;
  59515. r1 = temp;
  59516. }
  59517. if (r1 > 0 && r1 < maxR) {
  59518. result.root = r1;
  59519. result.found = true;
  59520. return result;
  59521. }
  59522. if (r2 > 0 && r2 < maxR) {
  59523. result.root = r2;
  59524. result.found = true;
  59525. return result;
  59526. }
  59527. return result;
  59528. };
  59529. })();
  59530. /** @hidden */
  59531. var Collider = /** @class */ (function () {
  59532. function Collider() {
  59533. this._collisionPoint = BABYLON.Vector3.Zero();
  59534. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59535. this._tempVector = BABYLON.Vector3.Zero();
  59536. this._tempVector2 = BABYLON.Vector3.Zero();
  59537. this._tempVector3 = BABYLON.Vector3.Zero();
  59538. this._tempVector4 = BABYLON.Vector3.Zero();
  59539. this._edge = BABYLON.Vector3.Zero();
  59540. this._baseToVertex = BABYLON.Vector3.Zero();
  59541. this._destinationPoint = BABYLON.Vector3.Zero();
  59542. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59543. this._displacementVector = BABYLON.Vector3.Zero();
  59544. /** @hidden */
  59545. this._radius = BABYLON.Vector3.One();
  59546. /** @hidden */
  59547. this._retry = 0;
  59548. /** @hidden */
  59549. this._basePointWorld = BABYLON.Vector3.Zero();
  59550. this._velocityWorld = BABYLON.Vector3.Zero();
  59551. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59552. this._collisionMask = -1;
  59553. }
  59554. Object.defineProperty(Collider.prototype, "collisionMask", {
  59555. get: function () {
  59556. return this._collisionMask;
  59557. },
  59558. set: function (mask) {
  59559. this._collisionMask = !isNaN(mask) ? mask : -1;
  59560. },
  59561. enumerable: true,
  59562. configurable: true
  59563. });
  59564. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59565. /**
  59566. * Gets the plane normal used to compute the sliding response (in local space)
  59567. */
  59568. get: function () {
  59569. return this._slidePlaneNormal;
  59570. },
  59571. enumerable: true,
  59572. configurable: true
  59573. });
  59574. // Methods
  59575. /** @hidden */
  59576. Collider.prototype._initialize = function (source, dir, e) {
  59577. this._velocity = dir;
  59578. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59579. this._basePoint = source;
  59580. source.multiplyToRef(this._radius, this._basePointWorld);
  59581. dir.multiplyToRef(this._radius, this._velocityWorld);
  59582. this._velocityWorldLength = this._velocityWorld.length();
  59583. this._epsilon = e;
  59584. this.collisionFound = false;
  59585. };
  59586. /** @hidden */
  59587. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59588. pa.subtractToRef(point, this._tempVector);
  59589. pb.subtractToRef(point, this._tempVector2);
  59590. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59591. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59592. if (d < 0) {
  59593. return false;
  59594. }
  59595. pc.subtractToRef(point, this._tempVector3);
  59596. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59597. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59598. if (d < 0) {
  59599. return false;
  59600. }
  59601. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59602. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59603. return d >= 0;
  59604. };
  59605. /** @hidden */
  59606. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59607. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59608. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59609. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59610. return false;
  59611. }
  59612. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59613. return false;
  59614. }
  59615. return true;
  59616. };
  59617. /** @hidden */
  59618. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59619. var t0;
  59620. var embeddedInPlane = false;
  59621. //defensive programming, actually not needed.
  59622. if (!trianglePlaneArray) {
  59623. trianglePlaneArray = [];
  59624. }
  59625. if (!trianglePlaneArray[faceIndex]) {
  59626. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59627. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59628. }
  59629. var trianglePlane = trianglePlaneArray[faceIndex];
  59630. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59631. return;
  59632. }
  59633. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59634. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59635. if (normalDotVelocity == 0) {
  59636. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59637. return;
  59638. }
  59639. embeddedInPlane = true;
  59640. t0 = 0;
  59641. }
  59642. else {
  59643. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59644. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59645. if (t0 > t1) {
  59646. var temp = t1;
  59647. t1 = t0;
  59648. t0 = temp;
  59649. }
  59650. if (t0 > 1.0 || t1 < 0.0) {
  59651. return;
  59652. }
  59653. if (t0 < 0) {
  59654. t0 = 0;
  59655. }
  59656. if (t0 > 1.0) {
  59657. t0 = 1.0;
  59658. }
  59659. }
  59660. this._collisionPoint.copyFromFloats(0, 0, 0);
  59661. var found = false;
  59662. var t = 1.0;
  59663. if (!embeddedInPlane) {
  59664. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59665. this._velocity.scaleToRef(t0, this._tempVector);
  59666. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59667. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59668. found = true;
  59669. t = t0;
  59670. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59671. }
  59672. }
  59673. if (!found) {
  59674. var velocitySquaredLength = this._velocity.lengthSquared();
  59675. var a = velocitySquaredLength;
  59676. this._basePoint.subtractToRef(p1, this._tempVector);
  59677. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59678. var c = this._tempVector.lengthSquared() - 1.0;
  59679. var lowestRoot = getLowestRoot(a, b, c, t);
  59680. if (lowestRoot.found) {
  59681. t = lowestRoot.root;
  59682. found = true;
  59683. this._collisionPoint.copyFrom(p1);
  59684. }
  59685. this._basePoint.subtractToRef(p2, this._tempVector);
  59686. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59687. c = this._tempVector.lengthSquared() - 1.0;
  59688. lowestRoot = getLowestRoot(a, b, c, t);
  59689. if (lowestRoot.found) {
  59690. t = lowestRoot.root;
  59691. found = true;
  59692. this._collisionPoint.copyFrom(p2);
  59693. }
  59694. this._basePoint.subtractToRef(p3, this._tempVector);
  59695. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59696. c = this._tempVector.lengthSquared() - 1.0;
  59697. lowestRoot = getLowestRoot(a, b, c, t);
  59698. if (lowestRoot.found) {
  59699. t = lowestRoot.root;
  59700. found = true;
  59701. this._collisionPoint.copyFrom(p3);
  59702. }
  59703. p2.subtractToRef(p1, this._edge);
  59704. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59705. var edgeSquaredLength = this._edge.lengthSquared();
  59706. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59707. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59708. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59709. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59710. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59711. lowestRoot = getLowestRoot(a, b, c, t);
  59712. if (lowestRoot.found) {
  59713. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59714. if (f >= 0.0 && f <= 1.0) {
  59715. t = lowestRoot.root;
  59716. found = true;
  59717. this._edge.scaleInPlace(f);
  59718. p1.addToRef(this._edge, this._collisionPoint);
  59719. }
  59720. }
  59721. p3.subtractToRef(p2, this._edge);
  59722. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59723. edgeSquaredLength = this._edge.lengthSquared();
  59724. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59725. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59726. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59727. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59728. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59729. lowestRoot = getLowestRoot(a, b, c, t);
  59730. if (lowestRoot.found) {
  59731. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59732. if (f >= 0.0 && f <= 1.0) {
  59733. t = lowestRoot.root;
  59734. found = true;
  59735. this._edge.scaleInPlace(f);
  59736. p2.addToRef(this._edge, this._collisionPoint);
  59737. }
  59738. }
  59739. p1.subtractToRef(p3, this._edge);
  59740. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59741. edgeSquaredLength = this._edge.lengthSquared();
  59742. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59743. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59744. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59745. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59746. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59747. lowestRoot = getLowestRoot(a, b, c, t);
  59748. if (lowestRoot.found) {
  59749. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59750. if (f >= 0.0 && f <= 1.0) {
  59751. t = lowestRoot.root;
  59752. found = true;
  59753. this._edge.scaleInPlace(f);
  59754. p3.addToRef(this._edge, this._collisionPoint);
  59755. }
  59756. }
  59757. }
  59758. if (found) {
  59759. var distToCollision = t * this._velocity.length();
  59760. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59761. if (!this.intersectionPoint) {
  59762. this.intersectionPoint = this._collisionPoint.clone();
  59763. }
  59764. else {
  59765. this.intersectionPoint.copyFrom(this._collisionPoint);
  59766. }
  59767. this._nearestDistance = distToCollision;
  59768. this.collisionFound = true;
  59769. }
  59770. }
  59771. };
  59772. /** @hidden */
  59773. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59774. for (var i = indexStart; i < indexEnd; i += 3) {
  59775. var p1 = pts[indices[i] - decal];
  59776. var p2 = pts[indices[i + 1] - decal];
  59777. var p3 = pts[indices[i + 2] - decal];
  59778. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59779. }
  59780. };
  59781. /** @hidden */
  59782. Collider.prototype._getResponse = function (pos, vel) {
  59783. pos.addToRef(vel, this._destinationPoint);
  59784. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59785. this._basePoint.addToRef(vel, pos);
  59786. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59787. this._slidePlaneNormal.normalize();
  59788. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59789. pos.addInPlace(this._displacementVector);
  59790. this.intersectionPoint.addInPlace(this._displacementVector);
  59791. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59792. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59793. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59794. };
  59795. return Collider;
  59796. }());
  59797. BABYLON.Collider = Collider;
  59798. })(BABYLON || (BABYLON = {}));
  59799. //# sourceMappingURL=babylon.collider.js.map
  59800. var BABYLON;
  59801. (function (BABYLON) {
  59802. //WebWorker code will be inserted to this variable.
  59803. /** @hidden */
  59804. BABYLON.CollisionWorker = "";
  59805. /** Defines supported task for worker process */
  59806. var WorkerTaskType;
  59807. (function (WorkerTaskType) {
  59808. /** Initialization */
  59809. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59810. /** Update of geometry */
  59811. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59812. /** Evaluate collision */
  59813. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59814. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59815. /** Defines kind of replies returned by worker */
  59816. var WorkerReplyType;
  59817. (function (WorkerReplyType) {
  59818. /** Success */
  59819. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59820. /** Unkown error */
  59821. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59822. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59823. /** @hidden */
  59824. var CollisionCoordinatorWorker = /** @class */ (function () {
  59825. function CollisionCoordinatorWorker() {
  59826. var _this = this;
  59827. this._scaledPosition = BABYLON.Vector3.Zero();
  59828. this._scaledVelocity = BABYLON.Vector3.Zero();
  59829. this.onMeshUpdated = function (transformNode) {
  59830. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59831. };
  59832. this.onGeometryUpdated = function (geometry) {
  59833. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59834. };
  59835. this._afterRender = function () {
  59836. if (!_this._init) {
  59837. return;
  59838. }
  59839. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59840. return;
  59841. }
  59842. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59843. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59844. if (_this._runningUpdated > 4) {
  59845. return;
  59846. }
  59847. ++_this._runningUpdated;
  59848. var payload = {
  59849. updatedMeshes: _this._addUpdateMeshesList,
  59850. updatedGeometries: _this._addUpdateGeometriesList,
  59851. removedGeometries: _this._toRemoveGeometryArray,
  59852. removedMeshes: _this._toRemoveMeshesArray
  59853. };
  59854. var message = {
  59855. payload: payload,
  59856. taskType: WorkerTaskType.UPDATE
  59857. };
  59858. var serializable = [];
  59859. for (var id in payload.updatedGeometries) {
  59860. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59861. //prepare transferables
  59862. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59863. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59864. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59865. }
  59866. }
  59867. _this._worker.postMessage(message, serializable);
  59868. _this._addUpdateMeshesList = {};
  59869. _this._addUpdateGeometriesList = {};
  59870. _this._toRemoveGeometryArray = [];
  59871. _this._toRemoveMeshesArray = [];
  59872. };
  59873. this._onMessageFromWorker = function (e) {
  59874. var returnData = e.data;
  59875. if (returnData.error != WorkerReplyType.SUCCESS) {
  59876. //TODO what errors can be returned from the worker?
  59877. BABYLON.Tools.Warn("error returned from worker!");
  59878. return;
  59879. }
  59880. switch (returnData.taskType) {
  59881. case WorkerTaskType.INIT:
  59882. _this._init = true;
  59883. //Update the worked with ALL of the scene's current state
  59884. _this._scene.meshes.forEach(function (mesh) {
  59885. _this.onMeshAdded(mesh);
  59886. });
  59887. _this._scene.getGeometries().forEach(function (geometry) {
  59888. _this.onGeometryAdded(geometry);
  59889. });
  59890. break;
  59891. case WorkerTaskType.UPDATE:
  59892. _this._runningUpdated--;
  59893. break;
  59894. case WorkerTaskType.COLLIDE:
  59895. var returnPayload = returnData.payload;
  59896. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59897. return;
  59898. }
  59899. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59900. if (callback) {
  59901. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59902. if (mesh) {
  59903. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59904. }
  59905. }
  59906. //cleanup
  59907. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59908. break;
  59909. }
  59910. };
  59911. this._collisionsCallbackArray = [];
  59912. this._init = false;
  59913. this._runningUpdated = 0;
  59914. this._addUpdateMeshesList = {};
  59915. this._addUpdateGeometriesList = {};
  59916. this._toRemoveGeometryArray = [];
  59917. this._toRemoveMeshesArray = [];
  59918. }
  59919. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59920. if (!this._init) {
  59921. return;
  59922. }
  59923. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59924. return;
  59925. }
  59926. position.divideToRef(collider._radius, this._scaledPosition);
  59927. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59928. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59929. var payload = {
  59930. collider: {
  59931. position: this._scaledPosition.asArray(),
  59932. velocity: this._scaledVelocity.asArray(),
  59933. radius: collider._radius.asArray()
  59934. },
  59935. collisionId: collisionIndex,
  59936. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59937. maximumRetry: maximumRetry
  59938. };
  59939. var message = {
  59940. payload: payload,
  59941. taskType: WorkerTaskType.COLLIDE
  59942. };
  59943. this._worker.postMessage(message);
  59944. };
  59945. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59946. this._scene = scene;
  59947. this._scene.registerAfterRender(this._afterRender);
  59948. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59949. this._worker = new Worker(workerUrl);
  59950. this._worker.onmessage = this._onMessageFromWorker;
  59951. var message = {
  59952. payload: {},
  59953. taskType: WorkerTaskType.INIT
  59954. };
  59955. this._worker.postMessage(message);
  59956. };
  59957. CollisionCoordinatorWorker.prototype.destroy = function () {
  59958. this._scene.unregisterAfterRender(this._afterRender);
  59959. this._worker.terminate();
  59960. };
  59961. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59962. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59963. this.onMeshUpdated(mesh);
  59964. };
  59965. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59966. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59967. };
  59968. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59969. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59970. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59971. this.onGeometryUpdated(geometry);
  59972. };
  59973. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59974. this._toRemoveGeometryArray.push(geometry.id);
  59975. };
  59976. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59977. var submeshes = [];
  59978. if (mesh.subMeshes) {
  59979. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59980. var boundingInfo = sm.getBoundingInfo();
  59981. return {
  59982. position: idx,
  59983. verticesStart: sm.verticesStart,
  59984. verticesCount: sm.verticesCount,
  59985. indexStart: sm.indexStart,
  59986. indexCount: sm.indexCount,
  59987. hasMaterial: !!sm.getMaterial(),
  59988. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59989. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59990. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59991. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59992. };
  59993. });
  59994. }
  59995. var geometryId = null;
  59996. if (mesh instanceof BABYLON.Mesh) {
  59997. var geometry = mesh.geometry;
  59998. geometryId = geometry ? geometry.id : null;
  59999. }
  60000. else if (mesh instanceof BABYLON.InstancedMesh) {
  60001. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60002. geometryId = geometry ? geometry.id : null;
  60003. }
  60004. var boundingInfo = mesh.getBoundingInfo();
  60005. return {
  60006. uniqueId: mesh.uniqueId,
  60007. id: mesh.id,
  60008. name: mesh.name,
  60009. geometryId: geometryId,
  60010. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60011. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60012. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60013. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60014. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60015. subMeshes: submeshes,
  60016. checkCollisions: mesh.checkCollisions
  60017. };
  60018. };
  60019. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60020. return {
  60021. id: geometry.id,
  60022. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60023. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60024. indices: new Uint32Array(geometry.getIndices() || []),
  60025. };
  60026. };
  60027. return CollisionCoordinatorWorker;
  60028. }());
  60029. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60030. /** @hidden */
  60031. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60032. function CollisionCoordinatorLegacy() {
  60033. this._scaledPosition = BABYLON.Vector3.Zero();
  60034. this._scaledVelocity = BABYLON.Vector3.Zero();
  60035. this._finalPosition = BABYLON.Vector3.Zero();
  60036. }
  60037. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60038. position.divideToRef(collider._radius, this._scaledPosition);
  60039. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60040. collider.collidedMesh = null;
  60041. collider._retry = 0;
  60042. collider._initialVelocity = this._scaledVelocity;
  60043. collider._initialPosition = this._scaledPosition;
  60044. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60045. this._finalPosition.multiplyInPlace(collider._radius);
  60046. //run the callback
  60047. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60048. };
  60049. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60050. this._scene = scene;
  60051. };
  60052. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60053. //Legacy need no destruction method.
  60054. };
  60055. //No update in legacy mode
  60056. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60057. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60058. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60059. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60060. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60061. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60062. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60063. if (excludedMesh === void 0) { excludedMesh = null; }
  60064. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60065. if (collider._retry >= maximumRetry) {
  60066. finalPosition.copyFrom(position);
  60067. return;
  60068. }
  60069. // Check if this is a mesh else camera or -1
  60070. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60071. collider._initialize(position, velocity, closeDistance);
  60072. // Check all meshes
  60073. for (var index = 0; index < this._scene.meshes.length; index++) {
  60074. var mesh = this._scene.meshes[index];
  60075. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60076. mesh._checkCollision(collider);
  60077. }
  60078. }
  60079. if (!collider.collisionFound) {
  60080. position.addToRef(velocity, finalPosition);
  60081. return;
  60082. }
  60083. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60084. collider._getResponse(position, velocity);
  60085. }
  60086. if (velocity.length() <= closeDistance) {
  60087. finalPosition.copyFrom(position);
  60088. return;
  60089. }
  60090. collider._retry++;
  60091. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60092. };
  60093. return CollisionCoordinatorLegacy;
  60094. }());
  60095. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60096. })(BABYLON || (BABYLON = {}));
  60097. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60098. var BABYLON;
  60099. (function (BABYLON) {
  60100. /**
  60101. * A particle represents one of the element emitted by a particle system.
  60102. * This is mainly define by its coordinates, direction, velocity and age.
  60103. */
  60104. var Particle = /** @class */ (function () {
  60105. /**
  60106. * Creates a new instance Particle
  60107. * @param particleSystem the particle system the particle belongs to
  60108. */
  60109. function Particle(
  60110. /**
  60111. * The particle system the particle belongs to.
  60112. */
  60113. particleSystem) {
  60114. this.particleSystem = particleSystem;
  60115. /**
  60116. * The world position of the particle in the scene.
  60117. */
  60118. this.position = BABYLON.Vector3.Zero();
  60119. /**
  60120. * The world direction of the particle in the scene.
  60121. */
  60122. this.direction = BABYLON.Vector3.Zero();
  60123. /**
  60124. * The color of the particle.
  60125. */
  60126. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60127. /**
  60128. * The color change of the particle per step.
  60129. */
  60130. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60131. /**
  60132. * Defines how long will the life of the particle be.
  60133. */
  60134. this.lifeTime = 1.0;
  60135. /**
  60136. * The current age of the particle.
  60137. */
  60138. this.age = 0;
  60139. /**
  60140. * The current size of the particle.
  60141. */
  60142. this.size = 0;
  60143. /**
  60144. * The current scale of the particle.
  60145. */
  60146. this.scale = new BABYLON.Vector2(1, 1);
  60147. /**
  60148. * The current angle of the particle.
  60149. */
  60150. this.angle = 0;
  60151. /**
  60152. * Defines how fast is the angle changing.
  60153. */
  60154. this.angularSpeed = 0;
  60155. /**
  60156. * Defines the cell index used by the particle to be rendered from a sprite.
  60157. */
  60158. this.cellIndex = 0;
  60159. /** @hidden */
  60160. this._attachedSubEmitters = null;
  60161. /** @hidden */
  60162. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60163. /** @hidden */
  60164. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60165. /** @hidden */
  60166. this._currentSize1 = 0;
  60167. /** @hidden */
  60168. this._currentSize2 = 0;
  60169. /** @hidden */
  60170. this._currentAngularSpeed1 = 0;
  60171. /** @hidden */
  60172. this._currentAngularSpeed2 = 0;
  60173. /** @hidden */
  60174. this._currentVelocity1 = 0;
  60175. /** @hidden */
  60176. this._currentVelocity2 = 0;
  60177. /** @hidden */
  60178. this._currentLimitVelocity1 = 0;
  60179. /** @hidden */
  60180. this._currentLimitVelocity2 = 0;
  60181. /** @hidden */
  60182. this._currentDrag1 = 0;
  60183. /** @hidden */
  60184. this._currentDrag2 = 0;
  60185. this.id = Particle._Count++;
  60186. if (!this.particleSystem.isAnimationSheetEnabled) {
  60187. return;
  60188. }
  60189. this.updateCellInfoFromSystem();
  60190. }
  60191. Particle.prototype.updateCellInfoFromSystem = function () {
  60192. this.cellIndex = this.particleSystem.startSpriteCellID;
  60193. };
  60194. /**
  60195. * Defines how the sprite cell index is updated for the particle
  60196. */
  60197. Particle.prototype.updateCellIndex = function () {
  60198. var offsetAge = this.age;
  60199. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60200. if (this.particleSystem.spriteRandomStartCell) {
  60201. if (this._randomCellOffset === undefined) {
  60202. this._randomCellOffset = Math.random() * this.lifeTime;
  60203. }
  60204. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60205. changeSpeed = 1;
  60206. offsetAge = this._randomCellOffset;
  60207. }
  60208. else {
  60209. offsetAge += this._randomCellOffset;
  60210. }
  60211. }
  60212. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60213. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60214. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60215. };
  60216. /** @hidden */
  60217. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60218. if (subEmitter.particleSystem.emitter.position) {
  60219. var emitterMesh = subEmitter.particleSystem.emitter;
  60220. emitterMesh.position.copyFrom(this.position);
  60221. if (subEmitter.inheritDirection) {
  60222. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60223. // Look at using Y as forward
  60224. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60225. }
  60226. }
  60227. else {
  60228. var emitterPosition = subEmitter.particleSystem.emitter;
  60229. emitterPosition.copyFrom(this.position);
  60230. }
  60231. // Set inheritedVelocityOffset to be used when new particles are created
  60232. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60233. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60234. };
  60235. /** @hidden */
  60236. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60237. var _this = this;
  60238. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60239. this._attachedSubEmitters.forEach(function (subEmitter) {
  60240. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60241. });
  60242. }
  60243. };
  60244. /** @hidden */
  60245. Particle.prototype._reset = function () {
  60246. this.age = 0;
  60247. this._currentColorGradient = null;
  60248. this._currentSizeGradient = null;
  60249. this._currentAngularSpeedGradient = null;
  60250. this._currentVelocityGradient = null;
  60251. this._currentLimitVelocityGradient = null;
  60252. this._currentDragGradient = null;
  60253. this.cellIndex = this.particleSystem.startSpriteCellID;
  60254. this._randomCellOffset = undefined;
  60255. };
  60256. /**
  60257. * Copy the properties of particle to another one.
  60258. * @param other the particle to copy the information to.
  60259. */
  60260. Particle.prototype.copyTo = function (other) {
  60261. other.position.copyFrom(this.position);
  60262. if (this._initialDirection) {
  60263. if (other._initialDirection) {
  60264. other._initialDirection.copyFrom(this._initialDirection);
  60265. }
  60266. else {
  60267. other._initialDirection = this._initialDirection.clone();
  60268. }
  60269. }
  60270. else {
  60271. other._initialDirection = null;
  60272. }
  60273. other.direction.copyFrom(this.direction);
  60274. other.color.copyFrom(this.color);
  60275. other.colorStep.copyFrom(this.colorStep);
  60276. other.lifeTime = this.lifeTime;
  60277. other.age = this.age;
  60278. other._randomCellOffset = this._randomCellOffset;
  60279. other.size = this.size;
  60280. other.scale.copyFrom(this.scale);
  60281. other.angle = this.angle;
  60282. other.angularSpeed = this.angularSpeed;
  60283. other.particleSystem = this.particleSystem;
  60284. other.cellIndex = this.cellIndex;
  60285. other.id = this.id;
  60286. other._attachedSubEmitters = this._attachedSubEmitters;
  60287. if (this._currentColorGradient) {
  60288. other._currentColorGradient = this._currentColorGradient;
  60289. other._currentColor1.copyFrom(this._currentColor1);
  60290. other._currentColor2.copyFrom(this._currentColor2);
  60291. }
  60292. if (this._currentSizeGradient) {
  60293. other._currentSizeGradient = this._currentSizeGradient;
  60294. other._currentSize1 = this._currentSize1;
  60295. other._currentSize2 = this._currentSize2;
  60296. }
  60297. if (this._currentAngularSpeedGradient) {
  60298. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60299. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60300. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60301. }
  60302. if (this._currentVelocityGradient) {
  60303. other._currentVelocityGradient = this._currentVelocityGradient;
  60304. other._currentVelocity1 = this._currentVelocity1;
  60305. other._currentVelocity2 = this._currentVelocity2;
  60306. }
  60307. if (this._currentLimitVelocityGradient) {
  60308. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60309. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60310. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60311. }
  60312. if (this._currentDragGradient) {
  60313. other._currentDragGradient = this._currentDragGradient;
  60314. other._currentDrag1 = this._currentDrag1;
  60315. other._currentDrag2 = this._currentDrag2;
  60316. }
  60317. if (this.particleSystem.isAnimationSheetEnabled) {
  60318. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60319. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60320. }
  60321. if (this.particleSystem.useRampGradients) {
  60322. other.remapData.copyFrom(this.remapData);
  60323. }
  60324. if (this._randomNoiseCoordinates1) {
  60325. if (other._randomNoiseCoordinates1) {
  60326. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60327. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60328. }
  60329. else {
  60330. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60331. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60332. }
  60333. }
  60334. };
  60335. Particle._Count = 0;
  60336. return Particle;
  60337. }());
  60338. BABYLON.Particle = Particle;
  60339. })(BABYLON || (BABYLON = {}));
  60340. //# sourceMappingURL=babylon.particle.js.map
  60341. var BABYLON;
  60342. (function (BABYLON) {
  60343. /**
  60344. * This represents the base class for particle system in Babylon.
  60345. * 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.
  60346. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60347. * @example https://doc.babylonjs.com/babylon101/particles
  60348. */
  60349. var BaseParticleSystem = /** @class */ (function () {
  60350. /**
  60351. * Instantiates a particle system.
  60352. * 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.
  60353. * @param name The name of the particle system
  60354. */
  60355. function BaseParticleSystem(name) {
  60356. /**
  60357. * List of animations used by the particle system.
  60358. */
  60359. this.animations = [];
  60360. /**
  60361. * The rendering group used by the Particle system to chose when to render.
  60362. */
  60363. this.renderingGroupId = 0;
  60364. /**
  60365. * The emitter represents the Mesh or position we are attaching the particle system to.
  60366. */
  60367. this.emitter = null;
  60368. /**
  60369. * The maximum number of particles to emit per frame
  60370. */
  60371. this.emitRate = 10;
  60372. /**
  60373. * If you want to launch only a few particles at once, that can be done, as well.
  60374. */
  60375. this.manualEmitCount = -1;
  60376. /**
  60377. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60378. */
  60379. this.updateSpeed = 0.01;
  60380. /**
  60381. * The amount of time the particle system is running (depends of the overall update speed).
  60382. */
  60383. this.targetStopDuration = 0;
  60384. /**
  60385. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60386. */
  60387. this.disposeOnStop = false;
  60388. /**
  60389. * Minimum power of emitting particles.
  60390. */
  60391. this.minEmitPower = 1;
  60392. /**
  60393. * Maximum power of emitting particles.
  60394. */
  60395. this.maxEmitPower = 1;
  60396. /**
  60397. * Minimum life time of emitting particles.
  60398. */
  60399. this.minLifeTime = 1;
  60400. /**
  60401. * Maximum life time of emitting particles.
  60402. */
  60403. this.maxLifeTime = 1;
  60404. /**
  60405. * Minimum Size of emitting particles.
  60406. */
  60407. this.minSize = 1;
  60408. /**
  60409. * Maximum Size of emitting particles.
  60410. */
  60411. this.maxSize = 1;
  60412. /**
  60413. * Minimum scale of emitting particles on X axis.
  60414. */
  60415. this.minScaleX = 1;
  60416. /**
  60417. * Maximum scale of emitting particles on X axis.
  60418. */
  60419. this.maxScaleX = 1;
  60420. /**
  60421. * Minimum scale of emitting particles on Y axis.
  60422. */
  60423. this.minScaleY = 1;
  60424. /**
  60425. * Maximum scale of emitting particles on Y axis.
  60426. */
  60427. this.maxScaleY = 1;
  60428. /**
  60429. * Gets or sets the minimal initial rotation in radians.
  60430. */
  60431. this.minInitialRotation = 0;
  60432. /**
  60433. * Gets or sets the maximal initial rotation in radians.
  60434. */
  60435. this.maxInitialRotation = 0;
  60436. /**
  60437. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60438. */
  60439. this.minAngularSpeed = 0;
  60440. /**
  60441. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60442. */
  60443. this.maxAngularSpeed = 0;
  60444. /**
  60445. * The layer mask we are rendering the particles through.
  60446. */
  60447. this.layerMask = 0x0FFFFFFF;
  60448. /**
  60449. * This can help using your own shader to render the particle system.
  60450. * The according effect will be created
  60451. */
  60452. this.customShader = null;
  60453. /**
  60454. * By default particle system starts as soon as they are created. This prevents the
  60455. * automatic start to happen and let you decide when to start emitting particles.
  60456. */
  60457. this.preventAutoStart = false;
  60458. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60459. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60460. /**
  60461. * Callback triggered when the particle animation is ending.
  60462. */
  60463. this.onAnimationEnd = null;
  60464. /**
  60465. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60466. */
  60467. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60468. /**
  60469. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60470. * to override the particles.
  60471. */
  60472. this.forceDepthWrite = false;
  60473. /** 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 */
  60474. this.preWarmCycles = 0;
  60475. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60476. this.preWarmStepOffset = 1;
  60477. /**
  60478. * 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)
  60479. */
  60480. this.spriteCellChangeSpeed = 1;
  60481. /**
  60482. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60483. */
  60484. this.startSpriteCellID = 0;
  60485. /**
  60486. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60487. */
  60488. this.endSpriteCellID = 0;
  60489. /**
  60490. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60491. */
  60492. this.spriteCellWidth = 0;
  60493. /**
  60494. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60495. */
  60496. this.spriteCellHeight = 0;
  60497. /**
  60498. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60499. */
  60500. this.spriteRandomStartCell = false;
  60501. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60502. this.translationPivot = new BABYLON.Vector2(0, 0);
  60503. /**
  60504. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60505. */
  60506. this.beginAnimationOnStart = false;
  60507. /**
  60508. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60509. */
  60510. this.beginAnimationFrom = 0;
  60511. /**
  60512. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60513. */
  60514. this.beginAnimationTo = 60;
  60515. /**
  60516. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60517. */
  60518. this.beginAnimationLoop = false;
  60519. /**
  60520. * You can use gravity if you want to give an orientation to your particles.
  60521. */
  60522. this.gravity = BABYLON.Vector3.Zero();
  60523. this._colorGradients = null;
  60524. this._sizeGradients = null;
  60525. this._lifeTimeGradients = null;
  60526. this._angularSpeedGradients = null;
  60527. this._velocityGradients = null;
  60528. this._limitVelocityGradients = null;
  60529. this._dragGradients = null;
  60530. this._emitRateGradients = null;
  60531. this._startSizeGradients = null;
  60532. this._rampGradients = null;
  60533. this._colorRemapGradients = null;
  60534. this._alphaRemapGradients = null;
  60535. /**
  60536. * Defines the delay in milliseconds before starting the system (0 by default)
  60537. */
  60538. this.startDelay = 0;
  60539. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60540. this.limitVelocityDamping = 0.4;
  60541. /**
  60542. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60543. */
  60544. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60545. /**
  60546. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60547. */
  60548. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60549. /**
  60550. * Color the particle will have at the end of its lifetime
  60551. */
  60552. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60553. /**
  60554. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60555. */
  60556. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60557. /** @hidden */
  60558. this._isSubEmitter = false;
  60559. /**
  60560. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60561. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60562. */
  60563. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60564. this._isBillboardBased = true;
  60565. /**
  60566. * Local cache of defines for image processing.
  60567. */
  60568. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60569. this.id = name;
  60570. this.name = name;
  60571. }
  60572. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60573. /**
  60574. * Gets or sets a texture used to add random noise to particle positions
  60575. */
  60576. get: function () {
  60577. return this._noiseTexture;
  60578. },
  60579. set: function (value) {
  60580. if (this._noiseTexture === value) {
  60581. return;
  60582. }
  60583. this._noiseTexture = value;
  60584. this._reset();
  60585. },
  60586. enumerable: true,
  60587. configurable: true
  60588. });
  60589. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60590. /**
  60591. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60592. */
  60593. get: function () {
  60594. return this._isAnimationSheetEnabled;
  60595. },
  60596. set: function (value) {
  60597. if (this._isAnimationSheetEnabled == value) {
  60598. return;
  60599. }
  60600. this._isAnimationSheetEnabled = value;
  60601. this._reset();
  60602. },
  60603. enumerable: true,
  60604. configurable: true
  60605. });
  60606. /**
  60607. * Get hosting scene
  60608. * @returns the scene
  60609. */
  60610. BaseParticleSystem.prototype.getScene = function () {
  60611. return this._scene;
  60612. };
  60613. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60614. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60615. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60616. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60617. };
  60618. /**
  60619. * Gets the current list of drag gradients.
  60620. * You must use addDragGradient and removeDragGradient to udpate this list
  60621. * @returns the list of drag gradients
  60622. */
  60623. BaseParticleSystem.prototype.getDragGradients = function () {
  60624. return this._dragGradients;
  60625. };
  60626. /**
  60627. * Gets the current list of limit velocity gradients.
  60628. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60629. * @returns the list of limit velocity gradients
  60630. */
  60631. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60632. return this._limitVelocityGradients;
  60633. };
  60634. /**
  60635. * Gets the current list of color gradients.
  60636. * You must use addColorGradient and removeColorGradient to udpate this list
  60637. * @returns the list of color gradients
  60638. */
  60639. BaseParticleSystem.prototype.getColorGradients = function () {
  60640. return this._colorGradients;
  60641. };
  60642. /**
  60643. * Gets the current list of size gradients.
  60644. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60645. * @returns the list of size gradients
  60646. */
  60647. BaseParticleSystem.prototype.getSizeGradients = function () {
  60648. return this._sizeGradients;
  60649. };
  60650. /**
  60651. * Gets the current list of color remap gradients.
  60652. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60653. * @returns the list of color remap gradients
  60654. */
  60655. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60656. return this._colorRemapGradients;
  60657. };
  60658. /**
  60659. * Gets the current list of alpha remap gradients.
  60660. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60661. * @returns the list of alpha remap gradients
  60662. */
  60663. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60664. return this._alphaRemapGradients;
  60665. };
  60666. /**
  60667. * Gets the current list of life time gradients.
  60668. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60669. * @returns the list of life time gradients
  60670. */
  60671. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60672. return this._lifeTimeGradients;
  60673. };
  60674. /**
  60675. * Gets the current list of angular speed gradients.
  60676. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60677. * @returns the list of angular speed gradients
  60678. */
  60679. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60680. return this._angularSpeedGradients;
  60681. };
  60682. /**
  60683. * Gets the current list of velocity gradients.
  60684. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60685. * @returns the list of velocity gradients
  60686. */
  60687. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60688. return this._velocityGradients;
  60689. };
  60690. /**
  60691. * Gets the current list of start size gradients.
  60692. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60693. * @returns the list of start size gradients
  60694. */
  60695. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60696. return this._startSizeGradients;
  60697. };
  60698. /**
  60699. * Gets the current list of emit rate gradients.
  60700. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60701. * @returns the list of emit rate gradients
  60702. */
  60703. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60704. return this._emitRateGradients;
  60705. };
  60706. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60707. /**
  60708. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60709. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60710. */
  60711. get: function () {
  60712. if (this.particleEmitterType.direction1) {
  60713. return this.particleEmitterType.direction1;
  60714. }
  60715. return BABYLON.Vector3.Zero();
  60716. },
  60717. set: function (value) {
  60718. if (this.particleEmitterType.direction1) {
  60719. this.particleEmitterType.direction1 = value;
  60720. }
  60721. },
  60722. enumerable: true,
  60723. configurable: true
  60724. });
  60725. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60726. /**
  60727. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60728. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60729. */
  60730. get: function () {
  60731. if (this.particleEmitterType.direction2) {
  60732. return this.particleEmitterType.direction2;
  60733. }
  60734. return BABYLON.Vector3.Zero();
  60735. },
  60736. set: function (value) {
  60737. if (this.particleEmitterType.direction2) {
  60738. this.particleEmitterType.direction2 = value;
  60739. }
  60740. },
  60741. enumerable: true,
  60742. configurable: true
  60743. });
  60744. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60745. /**
  60746. * 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.
  60747. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60748. */
  60749. get: function () {
  60750. if (this.particleEmitterType.minEmitBox) {
  60751. return this.particleEmitterType.minEmitBox;
  60752. }
  60753. return BABYLON.Vector3.Zero();
  60754. },
  60755. set: function (value) {
  60756. if (this.particleEmitterType.minEmitBox) {
  60757. this.particleEmitterType.minEmitBox = value;
  60758. }
  60759. },
  60760. enumerable: true,
  60761. configurable: true
  60762. });
  60763. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60764. /**
  60765. * 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.
  60766. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60767. */
  60768. get: function () {
  60769. if (this.particleEmitterType.maxEmitBox) {
  60770. return this.particleEmitterType.maxEmitBox;
  60771. }
  60772. return BABYLON.Vector3.Zero();
  60773. },
  60774. set: function (value) {
  60775. if (this.particleEmitterType.maxEmitBox) {
  60776. this.particleEmitterType.maxEmitBox = value;
  60777. }
  60778. },
  60779. enumerable: true,
  60780. configurable: true
  60781. });
  60782. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60783. /**
  60784. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60785. */
  60786. get: function () {
  60787. return this._isBillboardBased;
  60788. },
  60789. set: function (value) {
  60790. if (this._isBillboardBased === value) {
  60791. return;
  60792. }
  60793. this._isBillboardBased = value;
  60794. this._reset();
  60795. },
  60796. enumerable: true,
  60797. configurable: true
  60798. });
  60799. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60800. /**
  60801. * Gets the image processing configuration used either in this material.
  60802. */
  60803. get: function () {
  60804. return this._imageProcessingConfiguration;
  60805. },
  60806. /**
  60807. * Sets the Default image processing configuration used either in the this material.
  60808. *
  60809. * If sets to null, the scene one is in use.
  60810. */
  60811. set: function (value) {
  60812. this._attachImageProcessingConfiguration(value);
  60813. },
  60814. enumerable: true,
  60815. configurable: true
  60816. });
  60817. /**
  60818. * Attaches a new image processing configuration to the Standard Material.
  60819. * @param configuration
  60820. */
  60821. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60822. if (configuration === this._imageProcessingConfiguration) {
  60823. return;
  60824. }
  60825. // Pick the scene configuration if needed.
  60826. if (!configuration) {
  60827. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60828. }
  60829. else {
  60830. this._imageProcessingConfiguration = configuration;
  60831. }
  60832. };
  60833. /** @hidden */
  60834. BaseParticleSystem.prototype._reset = function () {
  60835. };
  60836. /** @hidden */
  60837. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60838. if (!gradients) {
  60839. return this;
  60840. }
  60841. var index = 0;
  60842. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60843. var valueGradient = gradients_1[_i];
  60844. if (valueGradient.gradient === gradient) {
  60845. gradients.splice(index, 1);
  60846. break;
  60847. }
  60848. index++;
  60849. }
  60850. if (texture) {
  60851. texture.dispose();
  60852. }
  60853. return this;
  60854. };
  60855. /**
  60856. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60857. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60858. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60859. * @returns the emitter
  60860. */
  60861. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60862. var particleEmitter = new BABYLON.PointParticleEmitter();
  60863. particleEmitter.direction1 = direction1;
  60864. particleEmitter.direction2 = direction2;
  60865. this.particleEmitterType = particleEmitter;
  60866. return particleEmitter;
  60867. };
  60868. /**
  60869. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60870. * @param radius The radius of the hemisphere to emit from
  60871. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60872. * @returns the emitter
  60873. */
  60874. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60875. if (radius === void 0) { radius = 1; }
  60876. if (radiusRange === void 0) { radiusRange = 1; }
  60877. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60878. this.particleEmitterType = particleEmitter;
  60879. return particleEmitter;
  60880. };
  60881. /**
  60882. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60883. * @param radius The radius of the sphere to emit from
  60884. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60885. * @returns the emitter
  60886. */
  60887. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60888. if (radius === void 0) { radius = 1; }
  60889. if (radiusRange === void 0) { radiusRange = 1; }
  60890. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60891. this.particleEmitterType = particleEmitter;
  60892. return particleEmitter;
  60893. };
  60894. /**
  60895. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60896. * @param radius The radius of the sphere to emit from
  60897. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60898. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60899. * @returns the emitter
  60900. */
  60901. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60902. if (radius === void 0) { radius = 1; }
  60903. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60904. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60905. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60906. this.particleEmitterType = particleEmitter;
  60907. return particleEmitter;
  60908. };
  60909. /**
  60910. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60911. * @param radius The radius of the emission cylinder
  60912. * @param height The height of the emission cylinder
  60913. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60914. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60915. * @returns the emitter
  60916. */
  60917. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60918. if (radius === void 0) { radius = 1; }
  60919. if (height === void 0) { height = 1; }
  60920. if (radiusRange === void 0) { radiusRange = 1; }
  60921. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60922. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60923. this.particleEmitterType = particleEmitter;
  60924. return particleEmitter;
  60925. };
  60926. /**
  60927. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60928. * @param radius The radius of the cylinder to emit from
  60929. * @param height The height of the emission cylinder
  60930. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60931. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60932. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60933. * @returns the emitter
  60934. */
  60935. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60936. if (radius === void 0) { radius = 1; }
  60937. if (height === void 0) { height = 1; }
  60938. if (radiusRange === void 0) { radiusRange = 1; }
  60939. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60940. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60941. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60942. this.particleEmitterType = particleEmitter;
  60943. return particleEmitter;
  60944. };
  60945. /**
  60946. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60947. * @param radius The radius of the cone to emit from
  60948. * @param angle The base angle of the cone
  60949. * @returns the emitter
  60950. */
  60951. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60952. if (radius === void 0) { radius = 1; }
  60953. if (angle === void 0) { angle = Math.PI / 4; }
  60954. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60955. this.particleEmitterType = particleEmitter;
  60956. return particleEmitter;
  60957. };
  60958. /**
  60959. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60960. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60961. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60962. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60963. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60964. * @returns the emitter
  60965. */
  60966. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60967. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60968. this.particleEmitterType = particleEmitter;
  60969. this.direction1 = direction1;
  60970. this.direction2 = direction2;
  60971. this.minEmitBox = minEmitBox;
  60972. this.maxEmitBox = maxEmitBox;
  60973. return particleEmitter;
  60974. };
  60975. /**
  60976. * Source color is added to the destination color without alpha affecting the result
  60977. */
  60978. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60979. /**
  60980. * Blend current color and particle color using particle’s alpha
  60981. */
  60982. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60983. /**
  60984. * Add current color and particle color multiplied by particle’s alpha
  60985. */
  60986. BaseParticleSystem.BLENDMODE_ADD = 2;
  60987. /**
  60988. * Multiply current color with particle color
  60989. */
  60990. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60991. /**
  60992. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60993. */
  60994. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60995. return BaseParticleSystem;
  60996. }());
  60997. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60998. })(BABYLON || (BABYLON = {}));
  60999. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61000. var BABYLON;
  61001. (function (BABYLON) {
  61002. /**
  61003. * This represents a particle system in Babylon.
  61004. * 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.
  61005. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61006. * @example https://doc.babylonjs.com/babylon101/particles
  61007. */
  61008. var ParticleSystem = /** @class */ (function (_super) {
  61009. __extends(ParticleSystem, _super);
  61010. /**
  61011. * Instantiates a particle system.
  61012. * 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.
  61013. * @param name The name of the particle system
  61014. * @param capacity The max number of particles alive at the same time
  61015. * @param scene The scene the particle system belongs to
  61016. * @param customEffect a custom effect used to change the way particles are rendered by default
  61017. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61018. * @param epsilon Offset used to render the particles
  61019. */
  61020. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61021. if (customEffect === void 0) { customEffect = null; }
  61022. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61023. if (epsilon === void 0) { epsilon = 0.01; }
  61024. var _this = _super.call(this, name) || this;
  61025. /**
  61026. * @hidden
  61027. */
  61028. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61029. /**
  61030. * An event triggered when the system is disposed
  61031. */
  61032. _this.onDisposeObservable = new BABYLON.Observable();
  61033. _this._particles = new Array();
  61034. _this._stockParticles = new Array();
  61035. _this._newPartsExcess = 0;
  61036. _this._vertexBuffers = {};
  61037. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61038. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61039. _this._scaledDirection = BABYLON.Vector3.Zero();
  61040. _this._scaledGravity = BABYLON.Vector3.Zero();
  61041. _this._currentRenderId = -1;
  61042. _this._useInstancing = false;
  61043. _this._started = false;
  61044. _this._stopped = false;
  61045. _this._actualFrame = 0;
  61046. /** @hidden */
  61047. _this._currentEmitRate1 = 0;
  61048. /** @hidden */
  61049. _this._currentEmitRate2 = 0;
  61050. /** @hidden */
  61051. _this._currentStartSize1 = 0;
  61052. /** @hidden */
  61053. _this._currentStartSize2 = 0;
  61054. _this._rawTextureWidth = 256;
  61055. _this._useRampGradients = false;
  61056. /**
  61057. * @hidden
  61058. * If the particle systems emitter should be disposed when the particle system is disposed
  61059. */
  61060. _this._disposeEmitterOnDispose = false;
  61061. // start of sub system methods
  61062. /**
  61063. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61064. * Its lifetime will start back at 0.
  61065. */
  61066. _this.recycleParticle = function (particle) {
  61067. // move particle from activeParticle list to stock particles
  61068. var lastParticle = _this._particles.pop();
  61069. if (lastParticle !== particle) {
  61070. lastParticle.copyTo(particle);
  61071. }
  61072. _this._stockParticles.push(lastParticle);
  61073. };
  61074. _this._createParticle = function () {
  61075. var particle;
  61076. if (_this._stockParticles.length !== 0) {
  61077. particle = _this._stockParticles.pop();
  61078. particle._reset();
  61079. }
  61080. else {
  61081. particle = new BABYLON.Particle(_this);
  61082. }
  61083. // Attach emitters
  61084. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61085. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61086. particle._attachedSubEmitters = [];
  61087. subEmitters.forEach(function (subEmitter) {
  61088. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61089. var newEmitter = subEmitter.clone();
  61090. particle._attachedSubEmitters.push(newEmitter);
  61091. newEmitter.particleSystem.start();
  61092. }
  61093. });
  61094. }
  61095. return particle;
  61096. };
  61097. _this._emitFromParticle = function (particle) {
  61098. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61099. return;
  61100. }
  61101. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61102. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61103. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61104. var subSystem = subEmitter.clone();
  61105. particle._inheritParticleInfoToSubEmitter(subSystem);
  61106. subSystem.particleSystem._rootParticleSystem = _this;
  61107. _this.activeSubSystems.push(subSystem.particleSystem);
  61108. subSystem.particleSystem.start();
  61109. }
  61110. });
  61111. };
  61112. _this._capacity = capacity;
  61113. _this._epsilon = epsilon;
  61114. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61115. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61116. // Setup the default processing configuration to the scene.
  61117. _this._attachImageProcessingConfiguration(null);
  61118. _this._customEffect = customEffect;
  61119. _this._scene.particleSystems.push(_this);
  61120. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61121. _this._createIndexBuffer();
  61122. _this._createVertexBuffers();
  61123. // Default emitter type
  61124. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61125. // Update
  61126. _this.updateFunction = function (particles) {
  61127. var noiseTextureSize = null;
  61128. var noiseTextureData = null;
  61129. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61130. noiseTextureSize = _this.noiseTexture.getSize();
  61131. noiseTextureData = (_this.noiseTexture.getContent());
  61132. }
  61133. var _loop_1 = function () {
  61134. particle = particles[index];
  61135. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61136. var previousAge = particle.age;
  61137. particle.age += scaledUpdateSpeed;
  61138. // Evaluate step to death
  61139. if (particle.age > particle.lifeTime) {
  61140. var diff = particle.age - previousAge;
  61141. var oldDiff = particle.lifeTime - previousAge;
  61142. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61143. particle.age = particle.lifeTime;
  61144. }
  61145. var ratio = particle.age / particle.lifeTime;
  61146. // Color
  61147. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61148. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61149. if (currentGradient !== particle._currentColorGradient) {
  61150. particle._currentColor1.copyFrom(particle._currentColor2);
  61151. nextGradient.getColorToRef(particle._currentColor2);
  61152. particle._currentColorGradient = currentGradient;
  61153. }
  61154. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61155. });
  61156. }
  61157. else {
  61158. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61159. particle.color.addInPlace(_this._scaledColorStep);
  61160. if (particle.color.a < 0) {
  61161. particle.color.a = 0;
  61162. }
  61163. }
  61164. // Angular speed
  61165. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61166. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61167. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61168. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61169. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61170. particle._currentAngularSpeedGradient = currentGradient;
  61171. }
  61172. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61173. });
  61174. }
  61175. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61176. // Direction
  61177. var directionScale = scaledUpdateSpeed;
  61178. /// Velocity
  61179. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61180. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61181. if (currentGradient !== particle._currentVelocityGradient) {
  61182. particle._currentVelocity1 = particle._currentVelocity2;
  61183. particle._currentVelocity2 = nextGradient.getFactor();
  61184. particle._currentVelocityGradient = currentGradient;
  61185. }
  61186. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61187. });
  61188. }
  61189. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61190. /// Limit velocity
  61191. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61192. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61193. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61194. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61195. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61196. particle._currentLimitVelocityGradient = currentGradient;
  61197. }
  61198. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61199. var currentVelocity = particle.direction.length();
  61200. if (currentVelocity > limitVelocity) {
  61201. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61202. }
  61203. });
  61204. }
  61205. /// Drag
  61206. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61207. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61208. if (currentGradient !== particle._currentDragGradient) {
  61209. particle._currentDrag1 = particle._currentDrag2;
  61210. particle._currentDrag2 = nextGradient.getFactor();
  61211. particle._currentDragGradient = currentGradient;
  61212. }
  61213. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61214. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61215. });
  61216. }
  61217. particle.position.addInPlace(_this._scaledDirection);
  61218. // Noise
  61219. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61220. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61221. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61222. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61223. var force = BABYLON.Tmp.Vector3[0];
  61224. var scaledForce = BABYLON.Tmp.Vector3[1];
  61225. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61226. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61227. particle.direction.addInPlace(scaledForce);
  61228. }
  61229. // Gravity
  61230. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61231. particle.direction.addInPlace(_this._scaledGravity);
  61232. // Size
  61233. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61234. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61235. if (currentGradient !== particle._currentSizeGradient) {
  61236. particle._currentSize1 = particle._currentSize2;
  61237. particle._currentSize2 = nextGradient.getFactor();
  61238. particle._currentSizeGradient = currentGradient;
  61239. }
  61240. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61241. });
  61242. }
  61243. // Remap data
  61244. if (_this._useRampGradients) {
  61245. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61246. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61247. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61248. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61249. particle.remapData.x = min;
  61250. particle.remapData.y = max - min;
  61251. });
  61252. }
  61253. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61254. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61255. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61256. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61257. particle.remapData.z = min;
  61258. particle.remapData.w = max - min;
  61259. });
  61260. }
  61261. }
  61262. if (_this._isAnimationSheetEnabled) {
  61263. particle.updateCellIndex();
  61264. }
  61265. // Update the position of the attached sub-emitters to match their attached particle
  61266. particle._inheritParticleInfoToSubEmitters();
  61267. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61268. _this._emitFromParticle(particle);
  61269. if (particle._attachedSubEmitters) {
  61270. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61271. subEmitter.particleSystem.disposeOnStop = true;
  61272. subEmitter.particleSystem.stop();
  61273. });
  61274. particle._attachedSubEmitters = null;
  61275. }
  61276. _this.recycleParticle(particle);
  61277. index--;
  61278. return "continue";
  61279. }
  61280. };
  61281. var particle;
  61282. for (var index = 0; index < particles.length; index++) {
  61283. _loop_1();
  61284. }
  61285. };
  61286. return _this;
  61287. }
  61288. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61289. /**
  61290. * Sets a callback that will be triggered when the system is disposed
  61291. */
  61292. set: function (callback) {
  61293. if (this._onDisposeObserver) {
  61294. this.onDisposeObservable.remove(this._onDisposeObserver);
  61295. }
  61296. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61297. },
  61298. enumerable: true,
  61299. configurable: true
  61300. });
  61301. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61302. /** Gets or sets a boolean indicating that ramp gradients must be used
  61303. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61304. */
  61305. get: function () {
  61306. return this._useRampGradients;
  61307. },
  61308. set: function (value) {
  61309. if (this._useRampGradients === value) {
  61310. return;
  61311. }
  61312. this._useRampGradients = value;
  61313. this._resetEffect();
  61314. },
  61315. enumerable: true,
  61316. configurable: true
  61317. });
  61318. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61319. //end of Sub-emitter
  61320. /**
  61321. * Gets the current list of active particles
  61322. */
  61323. get: function () {
  61324. return this._particles;
  61325. },
  61326. enumerable: true,
  61327. configurable: true
  61328. });
  61329. /**
  61330. * Returns the string "ParticleSystem"
  61331. * @returns a string containing the class name
  61332. */
  61333. ParticleSystem.prototype.getClassName = function () {
  61334. return "ParticleSystem";
  61335. };
  61336. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61337. var newGradient = new BABYLON.FactorGradient();
  61338. newGradient.gradient = gradient;
  61339. newGradient.factor1 = factor;
  61340. newGradient.factor2 = factor2;
  61341. factorGradients.push(newGradient);
  61342. factorGradients.sort(function (a, b) {
  61343. if (a.gradient < b.gradient) {
  61344. return -1;
  61345. }
  61346. else if (a.gradient > b.gradient) {
  61347. return 1;
  61348. }
  61349. return 0;
  61350. });
  61351. };
  61352. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61353. if (!factorGradients) {
  61354. return;
  61355. }
  61356. var index = 0;
  61357. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61358. var factorGradient = factorGradients_1[_i];
  61359. if (factorGradient.gradient === gradient) {
  61360. factorGradients.splice(index, 1);
  61361. break;
  61362. }
  61363. index++;
  61364. }
  61365. };
  61366. /**
  61367. * Adds a new life time gradient
  61368. * @param gradient defines the gradient to use (between 0 and 1)
  61369. * @param factor defines the life time factor to affect to the specified gradient
  61370. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61371. * @returns the current particle system
  61372. */
  61373. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61374. if (!this._lifeTimeGradients) {
  61375. this._lifeTimeGradients = [];
  61376. }
  61377. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61378. return this;
  61379. };
  61380. /**
  61381. * Remove a specific life time gradient
  61382. * @param gradient defines the gradient to remove
  61383. * @returns the current particle system
  61384. */
  61385. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61386. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61387. return this;
  61388. };
  61389. /**
  61390. * Adds a new size gradient
  61391. * @param gradient defines the gradient to use (between 0 and 1)
  61392. * @param factor defines the size factor to affect to the specified gradient
  61393. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61394. * @returns the current particle system
  61395. */
  61396. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61397. if (!this._sizeGradients) {
  61398. this._sizeGradients = [];
  61399. }
  61400. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61401. return this;
  61402. };
  61403. /**
  61404. * Remove a specific size gradient
  61405. * @param gradient defines the gradient to remove
  61406. * @returns the current particle system
  61407. */
  61408. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61409. this._removeFactorGradient(this._sizeGradients, gradient);
  61410. return this;
  61411. };
  61412. /**
  61413. * Adds a new color remap gradient
  61414. * @param gradient defines the gradient to use (between 0 and 1)
  61415. * @param min defines the color remap minimal range
  61416. * @param max defines the color remap maximal range
  61417. * @returns the current particle system
  61418. */
  61419. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61420. if (!this._colorRemapGradients) {
  61421. this._colorRemapGradients = [];
  61422. }
  61423. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61424. return this;
  61425. };
  61426. /**
  61427. * Remove a specific color remap gradient
  61428. * @param gradient defines the gradient to remove
  61429. * @returns the current particle system
  61430. */
  61431. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61432. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61433. return this;
  61434. };
  61435. /**
  61436. * Adds a new alpha remap gradient
  61437. * @param gradient defines the gradient to use (between 0 and 1)
  61438. * @param min defines the alpha remap minimal range
  61439. * @param max defines the alpha remap maximal range
  61440. * @returns the current particle system
  61441. */
  61442. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61443. if (!this._alphaRemapGradients) {
  61444. this._alphaRemapGradients = [];
  61445. }
  61446. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61447. return this;
  61448. };
  61449. /**
  61450. * Remove a specific alpha remap gradient
  61451. * @param gradient defines the gradient to remove
  61452. * @returns the current particle system
  61453. */
  61454. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61455. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61456. return this;
  61457. };
  61458. /**
  61459. * Adds a new angular speed gradient
  61460. * @param gradient defines the gradient to use (between 0 and 1)
  61461. * @param factor defines the angular speed to affect to the specified gradient
  61462. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61463. * @returns the current particle system
  61464. */
  61465. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61466. if (!this._angularSpeedGradients) {
  61467. this._angularSpeedGradients = [];
  61468. }
  61469. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61470. return this;
  61471. };
  61472. /**
  61473. * Remove a specific angular speed gradient
  61474. * @param gradient defines the gradient to remove
  61475. * @returns the current particle system
  61476. */
  61477. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61478. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61479. return this;
  61480. };
  61481. /**
  61482. * Adds a new velocity gradient
  61483. * @param gradient defines the gradient to use (between 0 and 1)
  61484. * @param factor defines the velocity to affect to the specified gradient
  61485. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61486. * @returns the current particle system
  61487. */
  61488. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61489. if (!this._velocityGradients) {
  61490. this._velocityGradients = [];
  61491. }
  61492. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61493. return this;
  61494. };
  61495. /**
  61496. * Remove a specific velocity gradient
  61497. * @param gradient defines the gradient to remove
  61498. * @returns the current particle system
  61499. */
  61500. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61501. this._removeFactorGradient(this._velocityGradients, gradient);
  61502. return this;
  61503. };
  61504. /**
  61505. * Adds a new limit velocity gradient
  61506. * @param gradient defines the gradient to use (between 0 and 1)
  61507. * @param factor defines the limit velocity value to affect to the specified gradient
  61508. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61509. * @returns the current particle system
  61510. */
  61511. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61512. if (!this._limitVelocityGradients) {
  61513. this._limitVelocityGradients = [];
  61514. }
  61515. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61516. return this;
  61517. };
  61518. /**
  61519. * Remove a specific limit velocity gradient
  61520. * @param gradient defines the gradient to remove
  61521. * @returns the current particle system
  61522. */
  61523. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61524. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61525. return this;
  61526. };
  61527. /**
  61528. * Adds a new drag gradient
  61529. * @param gradient defines the gradient to use (between 0 and 1)
  61530. * @param factor defines the drag value to affect to the specified gradient
  61531. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61532. * @returns the current particle system
  61533. */
  61534. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61535. if (!this._dragGradients) {
  61536. this._dragGradients = [];
  61537. }
  61538. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61539. return this;
  61540. };
  61541. /**
  61542. * Remove a specific drag gradient
  61543. * @param gradient defines the gradient to remove
  61544. * @returns the current particle system
  61545. */
  61546. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61547. this._removeFactorGradient(this._dragGradients, gradient);
  61548. return this;
  61549. };
  61550. /**
  61551. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61552. * @param gradient defines the gradient to use (between 0 and 1)
  61553. * @param factor defines the emit rate value to affect to the specified gradient
  61554. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61555. * @returns the current particle system
  61556. */
  61557. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61558. if (!this._emitRateGradients) {
  61559. this._emitRateGradients = [];
  61560. }
  61561. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61562. return this;
  61563. };
  61564. /**
  61565. * Remove a specific emit rate gradient
  61566. * @param gradient defines the gradient to remove
  61567. * @returns the current particle system
  61568. */
  61569. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61570. this._removeFactorGradient(this._emitRateGradients, gradient);
  61571. return this;
  61572. };
  61573. /**
  61574. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61575. * @param gradient defines the gradient to use (between 0 and 1)
  61576. * @param factor defines the start size value to affect to the specified gradient
  61577. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61578. * @returns the current particle system
  61579. */
  61580. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61581. if (!this._startSizeGradients) {
  61582. this._startSizeGradients = [];
  61583. }
  61584. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61585. return this;
  61586. };
  61587. /**
  61588. * Remove a specific start size gradient
  61589. * @param gradient defines the gradient to remove
  61590. * @returns the current particle system
  61591. */
  61592. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61593. this._removeFactorGradient(this._emitRateGradients, gradient);
  61594. return this;
  61595. };
  61596. ParticleSystem.prototype._createRampGradientTexture = function () {
  61597. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61598. return;
  61599. }
  61600. var data = new Uint8Array(this._rawTextureWidth * 4);
  61601. var tmpColor = BABYLON.Tmp.Color3[0];
  61602. for (var x = 0; x < this._rawTextureWidth; x++) {
  61603. var ratio = x / this._rawTextureWidth;
  61604. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61605. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61606. data[x * 4] = tmpColor.r * 255;
  61607. data[x * 4 + 1] = tmpColor.g * 255;
  61608. data[x * 4 + 2] = tmpColor.b * 255;
  61609. data[x * 4 + 3] = 255;
  61610. });
  61611. }
  61612. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61613. };
  61614. /**
  61615. * Gets the current list of ramp gradients.
  61616. * You must use addRampGradient and removeRampGradient to udpate this list
  61617. * @returns the list of ramp gradients
  61618. */
  61619. ParticleSystem.prototype.getRampGradients = function () {
  61620. return this._rampGradients;
  61621. };
  61622. /**
  61623. * Adds a new ramp gradient used to remap particle colors
  61624. * @param gradient defines the gradient to use (between 0 and 1)
  61625. * @param color defines the color to affect to the specified gradient
  61626. * @returns the current particle system
  61627. */
  61628. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61629. if (!this._rampGradients) {
  61630. this._rampGradients = [];
  61631. }
  61632. var rampGradient = new BABYLON.Color3Gradient();
  61633. rampGradient.gradient = gradient;
  61634. rampGradient.color = color;
  61635. this._rampGradients.push(rampGradient);
  61636. this._rampGradients.sort(function (a, b) {
  61637. if (a.gradient < b.gradient) {
  61638. return -1;
  61639. }
  61640. else if (a.gradient > b.gradient) {
  61641. return 1;
  61642. }
  61643. return 0;
  61644. });
  61645. if (this._rampGradientsTexture) {
  61646. this._rampGradientsTexture.dispose();
  61647. this._rampGradientsTexture = null;
  61648. }
  61649. this._createRampGradientTexture();
  61650. return this;
  61651. };
  61652. /**
  61653. * Remove a specific ramp gradient
  61654. * @param gradient defines the gradient to remove
  61655. * @returns the current particle system
  61656. */
  61657. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61658. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61659. this._rampGradientsTexture = null;
  61660. if (this._rampGradients && this._rampGradients.length > 0) {
  61661. this._createRampGradientTexture();
  61662. }
  61663. return this;
  61664. };
  61665. /**
  61666. * Adds a new color gradient
  61667. * @param gradient defines the gradient to use (between 0 and 1)
  61668. * @param color1 defines the color to affect to the specified gradient
  61669. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61670. * @returns this particle system
  61671. */
  61672. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61673. if (!this._colorGradients) {
  61674. this._colorGradients = [];
  61675. }
  61676. var colorGradient = new BABYLON.ColorGradient();
  61677. colorGradient.gradient = gradient;
  61678. colorGradient.color1 = color1;
  61679. colorGradient.color2 = color2;
  61680. this._colorGradients.push(colorGradient);
  61681. this._colorGradients.sort(function (a, b) {
  61682. if (a.gradient < b.gradient) {
  61683. return -1;
  61684. }
  61685. else if (a.gradient > b.gradient) {
  61686. return 1;
  61687. }
  61688. return 0;
  61689. });
  61690. return this;
  61691. };
  61692. /**
  61693. * Remove a specific color gradient
  61694. * @param gradient defines the gradient to remove
  61695. * @returns this particle system
  61696. */
  61697. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61698. if (!this._colorGradients) {
  61699. return this;
  61700. }
  61701. var index = 0;
  61702. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61703. var colorGradient = _a[_i];
  61704. if (colorGradient.gradient === gradient) {
  61705. this._colorGradients.splice(index, 1);
  61706. break;
  61707. }
  61708. index++;
  61709. }
  61710. return this;
  61711. };
  61712. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61713. u = Math.abs(u) * 0.5 + 0.5;
  61714. v = Math.abs(v) * 0.5 + 0.5;
  61715. var wrappedU = ((u * width) % width) | 0;
  61716. var wrappedV = ((v * height) % height) | 0;
  61717. var position = (wrappedU + wrappedV * width) * 4;
  61718. return pixels[position] / 255;
  61719. };
  61720. ParticleSystem.prototype._reset = function () {
  61721. this._resetEffect();
  61722. };
  61723. ParticleSystem.prototype._resetEffect = function () {
  61724. if (this._vertexBuffer) {
  61725. this._vertexBuffer.dispose();
  61726. this._vertexBuffer = null;
  61727. }
  61728. if (this._spriteBuffer) {
  61729. this._spriteBuffer.dispose();
  61730. this._spriteBuffer = null;
  61731. }
  61732. this._createVertexBuffers();
  61733. };
  61734. ParticleSystem.prototype._createVertexBuffers = function () {
  61735. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61736. if (this._isAnimationSheetEnabled) {
  61737. this._vertexBufferSize += 1;
  61738. }
  61739. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61740. this._vertexBufferSize += 3;
  61741. }
  61742. if (this._useRampGradients) {
  61743. this._vertexBufferSize += 4;
  61744. }
  61745. var engine = this._scene.getEngine();
  61746. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61747. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61748. var dataOffset = 0;
  61749. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61750. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61751. dataOffset += 3;
  61752. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61753. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61754. dataOffset += 4;
  61755. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61756. this._vertexBuffers["angle"] = options;
  61757. dataOffset += 1;
  61758. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61759. this._vertexBuffers["size"] = size;
  61760. dataOffset += 2;
  61761. if (this._isAnimationSheetEnabled) {
  61762. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61763. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61764. dataOffset += 1;
  61765. }
  61766. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61767. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61768. this._vertexBuffers["direction"] = directionBuffer;
  61769. dataOffset += 3;
  61770. }
  61771. if (this._useRampGradients) {
  61772. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61773. this._vertexBuffers["remapData"] = rampDataBuffer;
  61774. dataOffset += 4;
  61775. }
  61776. var offsets;
  61777. if (this._useInstancing) {
  61778. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61779. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61780. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61781. }
  61782. else {
  61783. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61784. dataOffset += 2;
  61785. }
  61786. this._vertexBuffers["offset"] = offsets;
  61787. };
  61788. ParticleSystem.prototype._createIndexBuffer = function () {
  61789. if (this._useInstancing) {
  61790. return;
  61791. }
  61792. var indices = [];
  61793. var index = 0;
  61794. for (var count = 0; count < this._capacity; count++) {
  61795. indices.push(index);
  61796. indices.push(index + 1);
  61797. indices.push(index + 2);
  61798. indices.push(index);
  61799. indices.push(index + 2);
  61800. indices.push(index + 3);
  61801. index += 4;
  61802. }
  61803. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61804. };
  61805. /**
  61806. * Gets the maximum number of particles active at the same time.
  61807. * @returns The max number of active particles.
  61808. */
  61809. ParticleSystem.prototype.getCapacity = function () {
  61810. return this._capacity;
  61811. };
  61812. /**
  61813. * Gets whether there are still active particles in the system.
  61814. * @returns True if it is alive, otherwise false.
  61815. */
  61816. ParticleSystem.prototype.isAlive = function () {
  61817. return this._alive;
  61818. };
  61819. /**
  61820. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61821. * @returns True if it has been started, otherwise false.
  61822. */
  61823. ParticleSystem.prototype.isStarted = function () {
  61824. return this._started;
  61825. };
  61826. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61827. var _this = this;
  61828. this._subEmitters = new Array();
  61829. if (this.subEmitters) {
  61830. this.subEmitters.forEach(function (subEmitter) {
  61831. if (subEmitter instanceof ParticleSystem) {
  61832. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61833. }
  61834. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61835. _this._subEmitters.push([subEmitter]);
  61836. }
  61837. else if (subEmitter instanceof Array) {
  61838. _this._subEmitters.push(subEmitter);
  61839. }
  61840. });
  61841. }
  61842. };
  61843. /**
  61844. * Starts the particle system and begins to emit
  61845. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61846. */
  61847. ParticleSystem.prototype.start = function (delay) {
  61848. var _this = this;
  61849. if (delay === void 0) { delay = this.startDelay; }
  61850. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61851. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61852. }
  61853. if (delay) {
  61854. setTimeout(function () {
  61855. _this.start(0);
  61856. }, delay);
  61857. return;
  61858. }
  61859. // Convert the subEmitters field to the constant type field _subEmitters
  61860. this._prepareSubEmitterInternalArray();
  61861. this._started = true;
  61862. this._stopped = false;
  61863. this._actualFrame = 0;
  61864. if (this._subEmitters && this._subEmitters.length != 0) {
  61865. this.activeSubSystems = new Array();
  61866. }
  61867. // Reset emit gradient so it acts the same on every start
  61868. if (this._emitRateGradients) {
  61869. if (this._emitRateGradients.length > 0) {
  61870. this._currentEmitRateGradient = this._emitRateGradients[0];
  61871. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61872. this._currentEmitRate2 = this._currentEmitRate1;
  61873. }
  61874. if (this._emitRateGradients.length > 1) {
  61875. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61876. }
  61877. }
  61878. // Reset start size gradient so it acts the same on every start
  61879. if (this._startSizeGradients) {
  61880. if (this._startSizeGradients.length > 0) {
  61881. this._currentStartSizeGradient = this._startSizeGradients[0];
  61882. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61883. this._currentStartSize2 = this._currentStartSize1;
  61884. }
  61885. if (this._startSizeGradients.length > 1) {
  61886. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61887. }
  61888. }
  61889. if (this.preWarmCycles) {
  61890. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61891. this.emitter.computeWorldMatrix(true);
  61892. }
  61893. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61894. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61895. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61896. setTimeout(function () {
  61897. for (var index = 0; index < _this.preWarmCycles; index++) {
  61898. _this.animate(true);
  61899. noiseTextureAsProcedural_1.render();
  61900. }
  61901. });
  61902. });
  61903. }
  61904. else {
  61905. for (var index = 0; index < this.preWarmCycles; index++) {
  61906. this.animate(true);
  61907. }
  61908. }
  61909. }
  61910. // Animations
  61911. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61912. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61913. }
  61914. };
  61915. /**
  61916. * Stops the particle system.
  61917. * @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.
  61918. */
  61919. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61920. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61921. this._stopped = true;
  61922. if (stopSubEmitters) {
  61923. this._stopSubEmitters();
  61924. }
  61925. };
  61926. // animation sheet
  61927. /**
  61928. * Remove all active particles
  61929. */
  61930. ParticleSystem.prototype.reset = function () {
  61931. this._stockParticles = [];
  61932. this._particles = [];
  61933. };
  61934. /**
  61935. * @hidden (for internal use only)
  61936. */
  61937. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61938. var offset = index * this._vertexBufferSize;
  61939. this._vertexData[offset++] = particle.position.x;
  61940. this._vertexData[offset++] = particle.position.y;
  61941. this._vertexData[offset++] = particle.position.z;
  61942. this._vertexData[offset++] = particle.color.r;
  61943. this._vertexData[offset++] = particle.color.g;
  61944. this._vertexData[offset++] = particle.color.b;
  61945. this._vertexData[offset++] = particle.color.a;
  61946. this._vertexData[offset++] = particle.angle;
  61947. this._vertexData[offset++] = particle.scale.x * particle.size;
  61948. this._vertexData[offset++] = particle.scale.y * particle.size;
  61949. if (this._isAnimationSheetEnabled) {
  61950. this._vertexData[offset++] = particle.cellIndex;
  61951. }
  61952. if (!this._isBillboardBased) {
  61953. if (particle._initialDirection) {
  61954. this._vertexData[offset++] = particle._initialDirection.x;
  61955. this._vertexData[offset++] = particle._initialDirection.y;
  61956. this._vertexData[offset++] = particle._initialDirection.z;
  61957. }
  61958. else {
  61959. this._vertexData[offset++] = particle.direction.x;
  61960. this._vertexData[offset++] = particle.direction.y;
  61961. this._vertexData[offset++] = particle.direction.z;
  61962. }
  61963. }
  61964. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61965. this._vertexData[offset++] = particle.direction.x;
  61966. this._vertexData[offset++] = particle.direction.y;
  61967. this._vertexData[offset++] = particle.direction.z;
  61968. }
  61969. if (this._useRampGradients) {
  61970. this._vertexData[offset++] = particle.remapData.x;
  61971. this._vertexData[offset++] = particle.remapData.y;
  61972. this._vertexData[offset++] = particle.remapData.z;
  61973. this._vertexData[offset++] = particle.remapData.w;
  61974. }
  61975. if (!this._useInstancing) {
  61976. if (this._isAnimationSheetEnabled) {
  61977. if (offsetX === 0) {
  61978. offsetX = this._epsilon;
  61979. }
  61980. else if (offsetX === 1) {
  61981. offsetX = 1 - this._epsilon;
  61982. }
  61983. if (offsetY === 0) {
  61984. offsetY = this._epsilon;
  61985. }
  61986. else if (offsetY === 1) {
  61987. offsetY = 1 - this._epsilon;
  61988. }
  61989. }
  61990. this._vertexData[offset++] = offsetX;
  61991. this._vertexData[offset++] = offsetY;
  61992. }
  61993. };
  61994. ParticleSystem.prototype._stopSubEmitters = function () {
  61995. if (!this.activeSubSystems) {
  61996. return;
  61997. }
  61998. this.activeSubSystems.forEach(function (subSystem) {
  61999. subSystem.stop(true);
  62000. });
  62001. this.activeSubSystems = new Array();
  62002. };
  62003. ParticleSystem.prototype._removeFromRoot = function () {
  62004. if (!this._rootParticleSystem) {
  62005. return;
  62006. }
  62007. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62008. if (index !== -1) {
  62009. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62010. }
  62011. this._rootParticleSystem = null;
  62012. };
  62013. // End of sub system methods
  62014. ParticleSystem.prototype._update = function (newParticles) {
  62015. var _this = this;
  62016. // Update current
  62017. this._alive = this._particles.length > 0;
  62018. if (this.emitter.position) {
  62019. var emitterMesh = this.emitter;
  62020. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62021. }
  62022. else {
  62023. var emitterPosition = this.emitter;
  62024. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62025. }
  62026. this.updateFunction(this._particles);
  62027. // Add new ones
  62028. var particle;
  62029. var _loop_2 = function () {
  62030. if (this_1._particles.length === this_1._capacity) {
  62031. return "break";
  62032. }
  62033. particle = this_1._createParticle();
  62034. this_1._particles.push(particle);
  62035. // Emitter
  62036. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62037. if (this_1.startPositionFunction) {
  62038. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62039. }
  62040. else {
  62041. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62042. }
  62043. if (this_1.startDirectionFunction) {
  62044. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62045. }
  62046. else {
  62047. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62048. }
  62049. if (emitPower === 0) {
  62050. if (!particle._initialDirection) {
  62051. particle._initialDirection = particle.direction.clone();
  62052. }
  62053. else {
  62054. particle._initialDirection.copyFrom(particle.direction);
  62055. }
  62056. }
  62057. else {
  62058. particle._initialDirection = null;
  62059. }
  62060. particle.direction.scaleInPlace(emitPower);
  62061. // Life time
  62062. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62063. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62064. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62065. var factorGradient1 = currentGradient;
  62066. var factorGradient2 = nextGradient;
  62067. var lifeTime1 = factorGradient1.getFactor();
  62068. var lifeTime2 = factorGradient2.getFactor();
  62069. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62070. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62071. });
  62072. }
  62073. else {
  62074. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62075. }
  62076. // Size
  62077. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62078. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62079. }
  62080. else {
  62081. particle._currentSizeGradient = this_1._sizeGradients[0];
  62082. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62083. particle.size = particle._currentSize1;
  62084. if (this_1._sizeGradients.length > 1) {
  62085. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62086. }
  62087. else {
  62088. particle._currentSize2 = particle._currentSize1;
  62089. }
  62090. }
  62091. // Size and scale
  62092. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62093. // Adjust scale by start size
  62094. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62095. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62096. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62097. if (currentGradient !== _this._currentStartSizeGradient) {
  62098. _this._currentStartSize1 = _this._currentStartSize2;
  62099. _this._currentStartSize2 = nextGradient.getFactor();
  62100. _this._currentStartSizeGradient = currentGradient;
  62101. }
  62102. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62103. particle.scale.scaleInPlace(value);
  62104. });
  62105. }
  62106. // Angle
  62107. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62108. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62109. }
  62110. else {
  62111. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62112. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62113. particle._currentAngularSpeed1 = particle.angularSpeed;
  62114. if (this_1._angularSpeedGradients.length > 1) {
  62115. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62116. }
  62117. else {
  62118. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62119. }
  62120. }
  62121. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62122. // Velocity
  62123. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62124. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62125. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62126. if (this_1._velocityGradients.length > 1) {
  62127. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62128. }
  62129. else {
  62130. particle._currentVelocity2 = particle._currentVelocity1;
  62131. }
  62132. }
  62133. // Limit velocity
  62134. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62135. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62136. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62137. if (this_1._limitVelocityGradients.length > 1) {
  62138. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62139. }
  62140. else {
  62141. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62142. }
  62143. }
  62144. // Drag
  62145. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62146. particle._currentDragGradient = this_1._dragGradients[0];
  62147. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62148. if (this_1._dragGradients.length > 1) {
  62149. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62150. }
  62151. else {
  62152. particle._currentDrag2 = particle._currentDrag1;
  62153. }
  62154. }
  62155. // Color
  62156. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62157. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62158. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62159. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62160. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62161. }
  62162. else {
  62163. particle._currentColorGradient = this_1._colorGradients[0];
  62164. particle._currentColorGradient.getColorToRef(particle.color);
  62165. particle._currentColor1.copyFrom(particle.color);
  62166. if (this_1._colorGradients.length > 1) {
  62167. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62168. }
  62169. else {
  62170. particle._currentColor2.copyFrom(particle.color);
  62171. }
  62172. }
  62173. // Sheet
  62174. if (this_1._isAnimationSheetEnabled) {
  62175. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62176. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62177. }
  62178. // Inherited Velocity
  62179. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62180. // Ramp
  62181. if (this_1._useRampGradients) {
  62182. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62183. }
  62184. // Noise texture coordinates
  62185. if (this_1.noiseTexture) {
  62186. if (particle._randomNoiseCoordinates1) {
  62187. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62188. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62189. }
  62190. else {
  62191. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62192. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62193. }
  62194. }
  62195. // Update the position of the attached sub-emitters to match their attached particle
  62196. particle._inheritParticleInfoToSubEmitters();
  62197. };
  62198. var this_1 = this, step;
  62199. for (var index = 0; index < newParticles; index++) {
  62200. var state_1 = _loop_2();
  62201. if (state_1 === "break")
  62202. break;
  62203. }
  62204. };
  62205. /** @hidden */
  62206. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62207. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62208. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62209. if (useRampGradients === void 0) { useRampGradients = false; }
  62210. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62211. if (isAnimationSheetEnabled) {
  62212. attributeNamesOrOptions.push("cellIndex");
  62213. }
  62214. if (!isBillboardBased) {
  62215. attributeNamesOrOptions.push("direction");
  62216. }
  62217. if (useRampGradients) {
  62218. attributeNamesOrOptions.push("remapData");
  62219. }
  62220. return attributeNamesOrOptions;
  62221. };
  62222. /** @hidden */
  62223. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62224. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62225. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62226. if (isAnimationSheetEnabled) {
  62227. effectCreationOption.push("particlesInfos");
  62228. }
  62229. return effectCreationOption;
  62230. };
  62231. /** @hidden */
  62232. ParticleSystem.prototype._getEffect = function (blendMode) {
  62233. if (this._customEffect) {
  62234. return this._customEffect;
  62235. }
  62236. var defines = [];
  62237. if (this._scene.clipPlane) {
  62238. defines.push("#define CLIPPLANE");
  62239. }
  62240. if (this._scene.clipPlane2) {
  62241. defines.push("#define CLIPPLANE2");
  62242. }
  62243. if (this._scene.clipPlane3) {
  62244. defines.push("#define CLIPPLANE3");
  62245. }
  62246. if (this._scene.clipPlane4) {
  62247. defines.push("#define CLIPPLANE4");
  62248. }
  62249. if (this._isAnimationSheetEnabled) {
  62250. defines.push("#define ANIMATESHEET");
  62251. }
  62252. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62253. defines.push("#define BLENDMULTIPLYMODE");
  62254. }
  62255. if (this._useRampGradients) {
  62256. defines.push("#define RAMPGRADIENT");
  62257. }
  62258. if (this._isBillboardBased) {
  62259. defines.push("#define BILLBOARD");
  62260. switch (this.billboardMode) {
  62261. case ParticleSystem.BILLBOARDMODE_Y:
  62262. defines.push("#define BILLBOARDY");
  62263. break;
  62264. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62265. defines.push("#define BILLBOARDSTRETCHED");
  62266. break;
  62267. case ParticleSystem.BILLBOARDMODE_ALL:
  62268. default:
  62269. break;
  62270. }
  62271. }
  62272. if (this._imageProcessingConfiguration) {
  62273. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62274. defines.push(this._imageProcessingConfigurationDefines.toString());
  62275. }
  62276. // Effect
  62277. var join = defines.join("\n");
  62278. if (this._cachedDefines !== join) {
  62279. this._cachedDefines = join;
  62280. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62281. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62282. var samplers = ["diffuseSampler", "rampSampler"];
  62283. if (BABYLON.ImageProcessingConfiguration) {
  62284. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62285. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62286. }
  62287. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62288. }
  62289. return this._effect;
  62290. };
  62291. /**
  62292. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62293. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62294. */
  62295. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62296. var _this = this;
  62297. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62298. if (!this._started) {
  62299. return;
  62300. }
  62301. if (!preWarmOnly) {
  62302. // Check
  62303. if (!this.isReady()) {
  62304. return;
  62305. }
  62306. if (this._currentRenderId === this._scene.getFrameId()) {
  62307. return;
  62308. }
  62309. this._currentRenderId = this._scene.getFrameId();
  62310. }
  62311. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62312. // Determine the number of particles we need to create
  62313. var newParticles;
  62314. if (this.manualEmitCount > -1) {
  62315. newParticles = this.manualEmitCount;
  62316. this._newPartsExcess = 0;
  62317. this.manualEmitCount = 0;
  62318. }
  62319. else {
  62320. var rate_1 = this.emitRate;
  62321. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62322. var ratio = this._actualFrame / this.targetStopDuration;
  62323. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62324. if (currentGradient !== _this._currentEmitRateGradient) {
  62325. _this._currentEmitRate1 = _this._currentEmitRate2;
  62326. _this._currentEmitRate2 = nextGradient.getFactor();
  62327. _this._currentEmitRateGradient = currentGradient;
  62328. }
  62329. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62330. });
  62331. }
  62332. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62333. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62334. }
  62335. if (this._newPartsExcess > 1.0) {
  62336. newParticles += this._newPartsExcess >> 0;
  62337. this._newPartsExcess -= this._newPartsExcess >> 0;
  62338. }
  62339. this._alive = false;
  62340. if (!this._stopped) {
  62341. this._actualFrame += this._scaledUpdateSpeed;
  62342. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62343. this.stop();
  62344. }
  62345. }
  62346. else {
  62347. newParticles = 0;
  62348. }
  62349. this._update(newParticles);
  62350. // Stopped?
  62351. if (this._stopped) {
  62352. if (!this._alive) {
  62353. this._started = false;
  62354. if (this.onAnimationEnd) {
  62355. this.onAnimationEnd();
  62356. }
  62357. if (this.disposeOnStop) {
  62358. this._scene._toBeDisposed.push(this);
  62359. }
  62360. }
  62361. }
  62362. if (!preWarmOnly) {
  62363. // Update VBO
  62364. var offset = 0;
  62365. for (var index = 0; index < this._particles.length; index++) {
  62366. var particle = this._particles[index];
  62367. this._appendParticleVertices(offset, particle);
  62368. offset += this._useInstancing ? 1 : 4;
  62369. }
  62370. if (this._vertexBuffer) {
  62371. this._vertexBuffer.update(this._vertexData);
  62372. }
  62373. }
  62374. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62375. this.stop();
  62376. }
  62377. };
  62378. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62379. this._appendParticleVertex(offset++, particle, 0, 0);
  62380. if (!this._useInstancing) {
  62381. this._appendParticleVertex(offset++, particle, 1, 0);
  62382. this._appendParticleVertex(offset++, particle, 1, 1);
  62383. this._appendParticleVertex(offset++, particle, 0, 1);
  62384. }
  62385. };
  62386. /**
  62387. * Rebuilds the particle system.
  62388. */
  62389. ParticleSystem.prototype.rebuild = function () {
  62390. this._createIndexBuffer();
  62391. if (this._vertexBuffer) {
  62392. this._vertexBuffer._rebuild();
  62393. }
  62394. };
  62395. /**
  62396. * Is this system ready to be used/rendered
  62397. * @return true if the system is ready
  62398. */
  62399. ParticleSystem.prototype.isReady = function () {
  62400. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62401. return false;
  62402. }
  62403. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62404. if (!this._getEffect(this.blendMode).isReady()) {
  62405. return false;
  62406. }
  62407. }
  62408. else {
  62409. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62410. return false;
  62411. }
  62412. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62413. return false;
  62414. }
  62415. }
  62416. return true;
  62417. };
  62418. ParticleSystem.prototype._render = function (blendMode) {
  62419. var effect = this._getEffect(blendMode);
  62420. var engine = this._scene.getEngine();
  62421. // Render
  62422. engine.enableEffect(effect);
  62423. var viewMatrix = this._scene.getViewMatrix();
  62424. effect.setTexture("diffuseSampler", this.particleTexture);
  62425. effect.setMatrix("view", viewMatrix);
  62426. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62427. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62428. var baseSize = this.particleTexture.getBaseSize();
  62429. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62430. }
  62431. effect.setVector2("translationPivot", this.translationPivot);
  62432. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62433. if (this._isBillboardBased) {
  62434. var camera = this._scene.activeCamera;
  62435. effect.setVector3("eyePosition", camera.globalPosition);
  62436. }
  62437. if (this._rampGradientsTexture) {
  62438. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62439. }
  62440. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62441. var invView = viewMatrix.clone();
  62442. invView.invert();
  62443. effect.setMatrix("invView", invView);
  62444. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62445. }
  62446. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62447. // image processing
  62448. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62449. this._imageProcessingConfiguration.bind(effect);
  62450. }
  62451. // Draw order
  62452. switch (blendMode) {
  62453. case ParticleSystem.BLENDMODE_ADD:
  62454. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62455. break;
  62456. case ParticleSystem.BLENDMODE_ONEONE:
  62457. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62458. break;
  62459. case ParticleSystem.BLENDMODE_STANDARD:
  62460. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62461. break;
  62462. case ParticleSystem.BLENDMODE_MULTIPLY:
  62463. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62464. break;
  62465. }
  62466. if (this._useInstancing) {
  62467. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62468. }
  62469. else {
  62470. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62471. }
  62472. return this._particles.length;
  62473. };
  62474. /**
  62475. * Renders the particle system in its current state.
  62476. * @returns the current number of particles
  62477. */
  62478. ParticleSystem.prototype.render = function () {
  62479. // Check
  62480. if (!this.isReady() || !this._particles.length) {
  62481. return 0;
  62482. }
  62483. var engine = this._scene.getEngine();
  62484. engine.setState(false);
  62485. if (this.forceDepthWrite) {
  62486. engine.setDepthWrite(true);
  62487. }
  62488. var outparticles = 0;
  62489. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62490. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62491. }
  62492. outparticles = this._render(this.blendMode);
  62493. engine.unbindInstanceAttributes();
  62494. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62495. return outparticles;
  62496. };
  62497. /**
  62498. * Disposes the particle system and free the associated resources
  62499. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62500. */
  62501. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62502. if (disposeTexture === void 0) { disposeTexture = true; }
  62503. if (this._vertexBuffer) {
  62504. this._vertexBuffer.dispose();
  62505. this._vertexBuffer = null;
  62506. }
  62507. if (this._spriteBuffer) {
  62508. this._spriteBuffer.dispose();
  62509. this._spriteBuffer = null;
  62510. }
  62511. if (this._indexBuffer) {
  62512. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62513. this._indexBuffer = null;
  62514. }
  62515. if (disposeTexture && this.particleTexture) {
  62516. this.particleTexture.dispose();
  62517. this.particleTexture = null;
  62518. }
  62519. if (disposeTexture && this.noiseTexture) {
  62520. this.noiseTexture.dispose();
  62521. this.noiseTexture = null;
  62522. }
  62523. if (this._rampGradientsTexture) {
  62524. this._rampGradientsTexture.dispose();
  62525. this._rampGradientsTexture = null;
  62526. }
  62527. this._removeFromRoot();
  62528. if (this._subEmitters && this._subEmitters.length) {
  62529. for (var index = 0; index < this._subEmitters.length; index++) {
  62530. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62531. var subEmitter = _a[_i];
  62532. subEmitter.dispose();
  62533. }
  62534. }
  62535. this._subEmitters = [];
  62536. this.subEmitters = [];
  62537. }
  62538. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62539. this.emitter.dispose(true);
  62540. }
  62541. // Remove from scene
  62542. var index = this._scene.particleSystems.indexOf(this);
  62543. if (index > -1) {
  62544. this._scene.particleSystems.splice(index, 1);
  62545. }
  62546. this._scene._activeParticleSystems.dispose();
  62547. // Callback
  62548. this.onDisposeObservable.notifyObservers(this);
  62549. this.onDisposeObservable.clear();
  62550. this.reset();
  62551. };
  62552. // Clone
  62553. /**
  62554. * Clones the particle system.
  62555. * @param name The name of the cloned object
  62556. * @param newEmitter The new emitter to use
  62557. * @returns the cloned particle system
  62558. */
  62559. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62560. var custom = null;
  62561. var program = null;
  62562. if (this.customShader != null) {
  62563. program = this.customShader;
  62564. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62565. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62566. }
  62567. else if (this._customEffect) {
  62568. custom = this._customEffect;
  62569. }
  62570. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62571. result.customShader = program;
  62572. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62573. if (newEmitter === undefined) {
  62574. newEmitter = this.emitter;
  62575. }
  62576. result.noiseTexture = this.noiseTexture;
  62577. result.emitter = newEmitter;
  62578. if (this.particleTexture) {
  62579. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62580. }
  62581. // Clone gradients
  62582. if (this._colorGradients) {
  62583. this._colorGradients.forEach(function (v) {
  62584. result.addColorGradient(v.gradient, v.color1, v.color2);
  62585. });
  62586. }
  62587. if (this._dragGradients) {
  62588. this._dragGradients.forEach(function (v) {
  62589. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62590. });
  62591. }
  62592. if (this._angularSpeedGradients) {
  62593. this._angularSpeedGradients.forEach(function (v) {
  62594. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62595. });
  62596. }
  62597. if (this._emitRateGradients) {
  62598. this._emitRateGradients.forEach(function (v) {
  62599. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62600. });
  62601. }
  62602. if (this._lifeTimeGradients) {
  62603. this._lifeTimeGradients.forEach(function (v) {
  62604. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62605. });
  62606. }
  62607. if (this._limitVelocityGradients) {
  62608. this._limitVelocityGradients.forEach(function (v) {
  62609. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62610. });
  62611. }
  62612. if (this._sizeGradients) {
  62613. this._sizeGradients.forEach(function (v) {
  62614. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62615. });
  62616. }
  62617. if (this._startSizeGradients) {
  62618. this._startSizeGradients.forEach(function (v) {
  62619. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62620. });
  62621. }
  62622. if (this._velocityGradients) {
  62623. this._velocityGradients.forEach(function (v) {
  62624. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62625. });
  62626. }
  62627. if (this._rampGradients) {
  62628. this._rampGradients.forEach(function (v) {
  62629. result.addRampGradient(v.gradient, v.color);
  62630. });
  62631. }
  62632. if (this._colorRemapGradients) {
  62633. this._colorRemapGradients.forEach(function (v) {
  62634. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62635. });
  62636. }
  62637. if (this._alphaRemapGradients) {
  62638. this._alphaRemapGradients.forEach(function (v) {
  62639. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62640. });
  62641. }
  62642. if (!this.preventAutoStart) {
  62643. result.start();
  62644. }
  62645. return result;
  62646. };
  62647. /**
  62648. * Serializes the particle system to a JSON object.
  62649. * @returns the JSON object
  62650. */
  62651. ParticleSystem.prototype.serialize = function () {
  62652. var serializationObject = {};
  62653. ParticleSystem._Serialize(serializationObject, this);
  62654. serializationObject.textureMask = this.textureMask.asArray();
  62655. serializationObject.customShader = this.customShader;
  62656. serializationObject.preventAutoStart = this.preventAutoStart;
  62657. // SubEmitters
  62658. if (this.subEmitters) {
  62659. serializationObject.subEmitters = [];
  62660. if (!this._subEmitters) {
  62661. this._prepareSubEmitterInternalArray();
  62662. }
  62663. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62664. var subs = _a[_i];
  62665. var cell = [];
  62666. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62667. var sub = subs_1[_b];
  62668. cell.push(sub.serialize());
  62669. }
  62670. serializationObject.subEmitters.push(cell);
  62671. }
  62672. }
  62673. return serializationObject;
  62674. };
  62675. /** @hidden */
  62676. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62677. serializationObject.name = particleSystem.name;
  62678. serializationObject.id = particleSystem.id;
  62679. serializationObject.capacity = particleSystem.getCapacity();
  62680. // Emitter
  62681. if (particleSystem.emitter.position) {
  62682. var emitterMesh = particleSystem.emitter;
  62683. serializationObject.emitterId = emitterMesh.id;
  62684. }
  62685. else {
  62686. var emitterPosition = particleSystem.emitter;
  62687. serializationObject.emitter = emitterPosition.asArray();
  62688. }
  62689. // Emitter
  62690. if (particleSystem.particleEmitterType) {
  62691. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62692. }
  62693. if (particleSystem.particleTexture) {
  62694. serializationObject.textureName = particleSystem.particleTexture.name;
  62695. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62696. }
  62697. // Animations
  62698. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62699. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62700. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62701. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62702. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62703. // Particle system
  62704. serializationObject.startDelay = particleSystem.startDelay;
  62705. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62706. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62707. serializationObject.billboardMode = particleSystem.billboardMode;
  62708. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62709. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62710. serializationObject.minSize = particleSystem.minSize;
  62711. serializationObject.maxSize = particleSystem.maxSize;
  62712. serializationObject.minScaleX = particleSystem.minScaleX;
  62713. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62714. serializationObject.minScaleY = particleSystem.minScaleY;
  62715. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62716. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62717. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62718. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62719. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62720. serializationObject.emitRate = particleSystem.emitRate;
  62721. serializationObject.gravity = particleSystem.gravity.asArray();
  62722. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62723. serializationObject.color1 = particleSystem.color1.asArray();
  62724. serializationObject.color2 = particleSystem.color2.asArray();
  62725. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62726. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62727. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62728. serializationObject.blendMode = particleSystem.blendMode;
  62729. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62730. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62731. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62732. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62733. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62734. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62735. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62736. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62737. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62738. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62739. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62740. var colorGradients = particleSystem.getColorGradients();
  62741. if (colorGradients) {
  62742. serializationObject.colorGradients = [];
  62743. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62744. var colorGradient = colorGradients_1[_i];
  62745. var serializedGradient = {
  62746. gradient: colorGradient.gradient,
  62747. color1: colorGradient.color1.asArray()
  62748. };
  62749. if (colorGradient.color2) {
  62750. serializedGradient.color2 = colorGradient.color2.asArray();
  62751. }
  62752. serializationObject.colorGradients.push(serializedGradient);
  62753. }
  62754. }
  62755. var rampGradients = particleSystem.getRampGradients();
  62756. if (rampGradients) {
  62757. serializationObject.rampGradients = [];
  62758. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62759. var rampGradient = rampGradients_1[_a];
  62760. var serializedGradient = {
  62761. gradient: rampGradient.gradient,
  62762. color: rampGradient.color.asArray()
  62763. };
  62764. serializationObject.rampGradients.push(serializedGradient);
  62765. }
  62766. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62767. }
  62768. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62769. if (colorRemapGradients) {
  62770. serializationObject.colorRemapGradients = [];
  62771. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62772. var colorRemapGradient = colorRemapGradients_1[_b];
  62773. var serializedGradient = {
  62774. gradient: colorRemapGradient.gradient,
  62775. factor1: colorRemapGradient.factor1
  62776. };
  62777. if (colorRemapGradient.factor2 !== undefined) {
  62778. serializedGradient.factor2 = colorRemapGradient.factor2;
  62779. }
  62780. serializationObject.colorRemapGradients.push(serializedGradient);
  62781. }
  62782. }
  62783. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62784. if (alphaRemapGradients) {
  62785. serializationObject.alphaRemapGradients = [];
  62786. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62787. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62788. var serializedGradient = {
  62789. gradient: alphaRemapGradient.gradient,
  62790. factor1: alphaRemapGradient.factor1
  62791. };
  62792. if (alphaRemapGradient.factor2 !== undefined) {
  62793. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62794. }
  62795. serializationObject.alphaRemapGradients.push(serializedGradient);
  62796. }
  62797. }
  62798. var sizeGradients = particleSystem.getSizeGradients();
  62799. if (sizeGradients) {
  62800. serializationObject.sizeGradients = [];
  62801. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62802. var sizeGradient = sizeGradients_1[_d];
  62803. var serializedGradient = {
  62804. gradient: sizeGradient.gradient,
  62805. factor1: sizeGradient.factor1
  62806. };
  62807. if (sizeGradient.factor2 !== undefined) {
  62808. serializedGradient.factor2 = sizeGradient.factor2;
  62809. }
  62810. serializationObject.sizeGradients.push(serializedGradient);
  62811. }
  62812. }
  62813. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62814. if (angularSpeedGradients) {
  62815. serializationObject.angularSpeedGradients = [];
  62816. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62817. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62818. var serializedGradient = {
  62819. gradient: angularSpeedGradient.gradient,
  62820. factor1: angularSpeedGradient.factor1
  62821. };
  62822. if (angularSpeedGradient.factor2 !== undefined) {
  62823. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62824. }
  62825. serializationObject.angularSpeedGradients.push(serializedGradient);
  62826. }
  62827. }
  62828. var velocityGradients = particleSystem.getVelocityGradients();
  62829. if (velocityGradients) {
  62830. serializationObject.velocityGradients = [];
  62831. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62832. var velocityGradient = velocityGradients_1[_f];
  62833. var serializedGradient = {
  62834. gradient: velocityGradient.gradient,
  62835. factor1: velocityGradient.factor1
  62836. };
  62837. if (velocityGradient.factor2 !== undefined) {
  62838. serializedGradient.factor2 = velocityGradient.factor2;
  62839. }
  62840. serializationObject.velocityGradients.push(serializedGradient);
  62841. }
  62842. }
  62843. var dragGradients = particleSystem.getDragGradients();
  62844. if (dragGradients) {
  62845. serializationObject.dragyGradients = [];
  62846. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62847. var dragGradient = dragGradients_1[_g];
  62848. var serializedGradient = {
  62849. gradient: dragGradient.gradient,
  62850. factor1: dragGradient.factor1
  62851. };
  62852. if (dragGradient.factor2 !== undefined) {
  62853. serializedGradient.factor2 = dragGradient.factor2;
  62854. }
  62855. serializationObject.dragGradients.push(serializedGradient);
  62856. }
  62857. }
  62858. var emitRateGradients = particleSystem.getEmitRateGradients();
  62859. if (emitRateGradients) {
  62860. serializationObject.emitRateGradients = [];
  62861. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62862. var emitRateGradient = emitRateGradients_1[_h];
  62863. var serializedGradient = {
  62864. gradient: emitRateGradient.gradient,
  62865. factor1: emitRateGradient.factor1
  62866. };
  62867. if (emitRateGradient.factor2 !== undefined) {
  62868. serializedGradient.factor2 = emitRateGradient.factor2;
  62869. }
  62870. serializationObject.emitRateGradients.push(serializedGradient);
  62871. }
  62872. }
  62873. var startSizeGradients = particleSystem.getStartSizeGradients();
  62874. if (startSizeGradients) {
  62875. serializationObject.startSizeGradients = [];
  62876. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62877. var startSizeGradient = startSizeGradients_1[_j];
  62878. var serializedGradient = {
  62879. gradient: startSizeGradient.gradient,
  62880. factor1: startSizeGradient.factor1
  62881. };
  62882. if (startSizeGradient.factor2 !== undefined) {
  62883. serializedGradient.factor2 = startSizeGradient.factor2;
  62884. }
  62885. serializationObject.startSizeGradients.push(serializedGradient);
  62886. }
  62887. }
  62888. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62889. if (lifeTimeGradients) {
  62890. serializationObject.lifeTimeGradients = [];
  62891. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62892. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62893. var serializedGradient = {
  62894. gradient: lifeTimeGradient.gradient,
  62895. factor1: lifeTimeGradient.factor1
  62896. };
  62897. if (lifeTimeGradient.factor2 !== undefined) {
  62898. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62899. }
  62900. serializationObject.lifeTimeGradients.push(serializedGradient);
  62901. }
  62902. }
  62903. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62904. if (limitVelocityGradients) {
  62905. serializationObject.limitVelocityGradients = [];
  62906. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62907. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62908. var serializedGradient = {
  62909. gradient: limitVelocityGradient.gradient,
  62910. factor1: limitVelocityGradient.factor1
  62911. };
  62912. if (limitVelocityGradient.factor2 !== undefined) {
  62913. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62914. }
  62915. serializationObject.limitVelocityGradients.push(serializedGradient);
  62916. }
  62917. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62918. }
  62919. if (particleSystem.noiseTexture) {
  62920. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62921. }
  62922. };
  62923. /** @hidden */
  62924. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62925. // Texture
  62926. if (parsedParticleSystem.textureName) {
  62927. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62928. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62929. }
  62930. // Emitter
  62931. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62932. particleSystem.emitter = BABYLON.Vector3.Zero();
  62933. }
  62934. else if (parsedParticleSystem.emitterId) {
  62935. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62936. }
  62937. else {
  62938. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62939. }
  62940. // Misc.
  62941. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62942. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62943. }
  62944. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62945. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62946. }
  62947. if (parsedParticleSystem.billboardMode !== undefined) {
  62948. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62949. }
  62950. // Animations
  62951. if (parsedParticleSystem.animations) {
  62952. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62953. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62954. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62955. }
  62956. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62957. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62958. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62959. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62960. }
  62961. if (parsedParticleSystem.autoAnimate) {
  62962. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62963. }
  62964. // Particle system
  62965. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62966. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62967. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62968. particleSystem.minSize = parsedParticleSystem.minSize;
  62969. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62970. if (parsedParticleSystem.minScaleX) {
  62971. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62972. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62973. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62974. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62975. }
  62976. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62977. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62978. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62979. }
  62980. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62981. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62982. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62983. }
  62984. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62985. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62986. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62987. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62988. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62989. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62990. if (parsedParticleSystem.noiseStrength) {
  62991. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62992. }
  62993. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62994. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62995. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62996. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62997. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62998. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62999. if (parsedParticleSystem.colorGradients) {
  63000. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63001. var colorGradient = _a[_i];
  63002. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63003. }
  63004. }
  63005. if (parsedParticleSystem.rampGradients) {
  63006. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63007. var rampGradient = _c[_b];
  63008. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63009. }
  63010. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63011. }
  63012. if (parsedParticleSystem.colorRemapGradients) {
  63013. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63014. var colorRemapGradient = _e[_d];
  63015. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63016. }
  63017. }
  63018. if (parsedParticleSystem.alphaRemapGradients) {
  63019. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63020. var alphaRemapGradient = _g[_f];
  63021. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63022. }
  63023. }
  63024. if (parsedParticleSystem.sizeGradients) {
  63025. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63026. var sizeGradient = _j[_h];
  63027. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63028. }
  63029. }
  63030. if (parsedParticleSystem.sizeGradients) {
  63031. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63032. var sizeGradient = _l[_k];
  63033. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63034. }
  63035. }
  63036. if (parsedParticleSystem.angularSpeedGradients) {
  63037. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63038. var angularSpeedGradient = _o[_m];
  63039. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63040. }
  63041. }
  63042. if (parsedParticleSystem.velocityGradients) {
  63043. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63044. var velocityGradient = _q[_p];
  63045. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63046. }
  63047. }
  63048. if (parsedParticleSystem.dragGradients) {
  63049. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63050. var dragGradient = _s[_r];
  63051. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63052. }
  63053. }
  63054. if (parsedParticleSystem.emitRateGradients) {
  63055. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63056. var emitRateGradient = _u[_t];
  63057. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63058. }
  63059. }
  63060. if (parsedParticleSystem.startSizeGradients) {
  63061. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63062. var startSizeGradient = _w[_v];
  63063. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63064. }
  63065. }
  63066. if (parsedParticleSystem.lifeTimeGradients) {
  63067. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63068. var lifeTimeGradient = _y[_x];
  63069. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63070. }
  63071. }
  63072. if (parsedParticleSystem.limitVelocityGradients) {
  63073. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63074. var limitVelocityGradient = _0[_z];
  63075. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63076. }
  63077. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63078. }
  63079. if (parsedParticleSystem.noiseTexture) {
  63080. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63081. }
  63082. // Emitter
  63083. var emitterType;
  63084. if (parsedParticleSystem.particleEmitterType) {
  63085. switch (parsedParticleSystem.particleEmitterType.type) {
  63086. case "SphereParticleEmitter":
  63087. emitterType = new BABYLON.SphereParticleEmitter();
  63088. break;
  63089. case "SphereDirectedParticleEmitter":
  63090. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63091. break;
  63092. case "ConeEmitter":
  63093. case "ConeParticleEmitter":
  63094. emitterType = new BABYLON.ConeParticleEmitter();
  63095. break;
  63096. case "CylinderParticleEmitter":
  63097. emitterType = new BABYLON.CylinderParticleEmitter();
  63098. break;
  63099. case "HemisphericParticleEmitter":
  63100. emitterType = new BABYLON.HemisphericParticleEmitter();
  63101. break;
  63102. case "BoxEmitter":
  63103. case "BoxParticleEmitter":
  63104. default:
  63105. emitterType = new BABYLON.BoxParticleEmitter();
  63106. break;
  63107. }
  63108. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63109. }
  63110. else {
  63111. emitterType = new BABYLON.BoxParticleEmitter();
  63112. emitterType.parse(parsedParticleSystem);
  63113. }
  63114. particleSystem.particleEmitterType = emitterType;
  63115. // Animation sheet
  63116. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63117. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63118. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63119. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63120. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63121. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63122. };
  63123. /**
  63124. * Parses a JSON object to create a particle system.
  63125. * @param parsedParticleSystem The JSON object to parse
  63126. * @param scene The scene to create the particle system in
  63127. * @param rootUrl The root url to use to load external dependencies like texture
  63128. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63129. * @returns the Parsed particle system
  63130. */
  63131. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63132. if (doNotStart === void 0) { doNotStart = false; }
  63133. var name = parsedParticleSystem.name;
  63134. var custom = null;
  63135. var program = null;
  63136. if (parsedParticleSystem.customShader) {
  63137. program = parsedParticleSystem.customShader;
  63138. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63139. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63140. }
  63141. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63142. particleSystem.customShader = program;
  63143. if (parsedParticleSystem.id) {
  63144. particleSystem.id = parsedParticleSystem.id;
  63145. }
  63146. // SubEmitters
  63147. if (parsedParticleSystem.subEmitters) {
  63148. particleSystem.subEmitters = [];
  63149. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63150. var cell = _a[_i];
  63151. var cellArray = [];
  63152. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63153. var sub = cell_1[_b];
  63154. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63155. }
  63156. particleSystem.subEmitters.push(cellArray);
  63157. }
  63158. }
  63159. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63160. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63161. // Auto start
  63162. if (parsedParticleSystem.preventAutoStart) {
  63163. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63164. }
  63165. if (!doNotStart && !particleSystem.preventAutoStart) {
  63166. particleSystem.start();
  63167. }
  63168. return particleSystem;
  63169. };
  63170. /**
  63171. * Billboard mode will only apply to Y axis
  63172. */
  63173. ParticleSystem.BILLBOARDMODE_Y = 2;
  63174. /**
  63175. * Billboard mode will apply to all axes
  63176. */
  63177. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63178. /**
  63179. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63180. */
  63181. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63182. return ParticleSystem;
  63183. }(BABYLON.BaseParticleSystem));
  63184. BABYLON.ParticleSystem = ParticleSystem;
  63185. })(BABYLON || (BABYLON = {}));
  63186. //# sourceMappingURL=babylon.particleSystem.js.map
  63187. var BABYLON;
  63188. (function (BABYLON) {
  63189. /**
  63190. * Particle emitter emitting particles from the inside of a box.
  63191. * It emits the particles randomly between 2 given directions.
  63192. */
  63193. var BoxParticleEmitter = /** @class */ (function () {
  63194. /**
  63195. * Creates a new instance BoxParticleEmitter
  63196. */
  63197. function BoxParticleEmitter() {
  63198. /**
  63199. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63200. */
  63201. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63202. /**
  63203. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63204. */
  63205. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63206. /**
  63207. * 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.
  63208. */
  63209. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63210. /**
  63211. * 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.
  63212. */
  63213. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63214. }
  63215. /**
  63216. * Called by the particle System when the direction is computed for the created particle.
  63217. * @param worldMatrix is the world matrix of the particle system
  63218. * @param directionToUpdate is the direction vector to update with the result
  63219. * @param particle is the particle we are computed the direction for
  63220. */
  63221. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63222. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63223. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63224. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63225. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63226. };
  63227. /**
  63228. * Called by the particle System when the position is computed for the created particle.
  63229. * @param worldMatrix is the world matrix of the particle system
  63230. * @param positionToUpdate is the position vector to update with the result
  63231. * @param particle is the particle we are computed the position for
  63232. */
  63233. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63234. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63235. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63236. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63237. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63238. };
  63239. /**
  63240. * Clones the current emitter and returns a copy of it
  63241. * @returns the new emitter
  63242. */
  63243. BoxParticleEmitter.prototype.clone = function () {
  63244. var newOne = new BoxParticleEmitter();
  63245. BABYLON.Tools.DeepCopy(this, newOne);
  63246. return newOne;
  63247. };
  63248. /**
  63249. * Called by the GPUParticleSystem to setup the update shader
  63250. * @param effect defines the update shader
  63251. */
  63252. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63253. effect.setVector3("direction1", this.direction1);
  63254. effect.setVector3("direction2", this.direction2);
  63255. effect.setVector3("minEmitBox", this.minEmitBox);
  63256. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63257. };
  63258. /**
  63259. * Returns a string to use to update the GPU particles update shader
  63260. * @returns a string containng the defines string
  63261. */
  63262. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63263. return "#define BOXEMITTER";
  63264. };
  63265. /**
  63266. * Returns the string "BoxParticleEmitter"
  63267. * @returns a string containing the class name
  63268. */
  63269. BoxParticleEmitter.prototype.getClassName = function () {
  63270. return "BoxParticleEmitter";
  63271. };
  63272. /**
  63273. * Serializes the particle system to a JSON object.
  63274. * @returns the JSON object
  63275. */
  63276. BoxParticleEmitter.prototype.serialize = function () {
  63277. var serializationObject = {};
  63278. serializationObject.type = this.getClassName();
  63279. serializationObject.direction1 = this.direction1.asArray();
  63280. serializationObject.direction2 = this.direction2.asArray();
  63281. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63282. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63283. return serializationObject;
  63284. };
  63285. /**
  63286. * Parse properties from a JSON object
  63287. * @param serializationObject defines the JSON object
  63288. */
  63289. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63290. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63291. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63292. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63293. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63294. };
  63295. return BoxParticleEmitter;
  63296. }());
  63297. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63298. })(BABYLON || (BABYLON = {}));
  63299. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63300. var BABYLON;
  63301. (function (BABYLON) {
  63302. /**
  63303. * Particle emitter emitting particles from the inside of a cylinder.
  63304. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63305. */
  63306. var CylinderParticleEmitter = /** @class */ (function () {
  63307. /**
  63308. * Creates a new instance CylinderParticleEmitter
  63309. * @param radius the radius of the emission cylinder (1 by default)
  63310. * @param height the height of the emission cylinder (1 by default)
  63311. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63312. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63313. */
  63314. function CylinderParticleEmitter(
  63315. /**
  63316. * The radius of the emission cylinder.
  63317. */
  63318. radius,
  63319. /**
  63320. * The height of the emission cylinder.
  63321. */
  63322. height,
  63323. /**
  63324. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63325. */
  63326. radiusRange,
  63327. /**
  63328. * How much to randomize the particle direction [0-1].
  63329. */
  63330. directionRandomizer) {
  63331. if (radius === void 0) { radius = 1; }
  63332. if (height === void 0) { height = 1; }
  63333. if (radiusRange === void 0) { radiusRange = 1; }
  63334. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63335. this.radius = radius;
  63336. this.height = height;
  63337. this.radiusRange = radiusRange;
  63338. this.directionRandomizer = directionRandomizer;
  63339. }
  63340. /**
  63341. * Called by the particle System when the direction is computed for the created particle.
  63342. * @param worldMatrix is the world matrix of the particle system
  63343. * @param directionToUpdate is the direction vector to update with the result
  63344. * @param particle is the particle we are computed the direction for
  63345. */
  63346. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63347. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63348. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63349. var angle = Math.atan2(direction.x, direction.z);
  63350. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63351. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63352. direction.x = Math.sin(angle);
  63353. direction.z = Math.cos(angle);
  63354. direction.normalize();
  63355. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63356. };
  63357. /**
  63358. * Called by the particle System when the position is computed for the created particle.
  63359. * @param worldMatrix is the world matrix of the particle system
  63360. * @param positionToUpdate is the position vector to update with the result
  63361. * @param particle is the particle we are computed the position for
  63362. */
  63363. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63364. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63365. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63366. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63367. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63368. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63369. var xPos = positionRadius * Math.cos(angle);
  63370. var zPos = positionRadius * Math.sin(angle);
  63371. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63372. };
  63373. /**
  63374. * Clones the current emitter and returns a copy of it
  63375. * @returns the new emitter
  63376. */
  63377. CylinderParticleEmitter.prototype.clone = function () {
  63378. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63379. BABYLON.Tools.DeepCopy(this, newOne);
  63380. return newOne;
  63381. };
  63382. /**
  63383. * Called by the GPUParticleSystem to setup the update shader
  63384. * @param effect defines the update shader
  63385. */
  63386. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63387. effect.setFloat("radius", this.radius);
  63388. effect.setFloat("height", this.height);
  63389. effect.setFloat("radiusRange", this.radiusRange);
  63390. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63391. };
  63392. /**
  63393. * Returns a string to use to update the GPU particles update shader
  63394. * @returns a string containng the defines string
  63395. */
  63396. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63397. return "#define CYLINDEREMITTER";
  63398. };
  63399. /**
  63400. * Returns the string "CylinderParticleEmitter"
  63401. * @returns a string containing the class name
  63402. */
  63403. CylinderParticleEmitter.prototype.getClassName = function () {
  63404. return "CylinderParticleEmitter";
  63405. };
  63406. /**
  63407. * Serializes the particle system to a JSON object.
  63408. * @returns the JSON object
  63409. */
  63410. CylinderParticleEmitter.prototype.serialize = function () {
  63411. var serializationObject = {};
  63412. serializationObject.type = this.getClassName();
  63413. serializationObject.radius = this.radius;
  63414. serializationObject.height = this.height;
  63415. serializationObject.radiusRange = this.radiusRange;
  63416. serializationObject.directionRandomizer = this.directionRandomizer;
  63417. return serializationObject;
  63418. };
  63419. /**
  63420. * Parse properties from a JSON object
  63421. * @param serializationObject defines the JSON object
  63422. */
  63423. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63424. this.radius = serializationObject.radius;
  63425. this.height = serializationObject.height;
  63426. this.radiusRange = serializationObject.radiusRange;
  63427. this.directionRandomizer = serializationObject.directionRandomizer;
  63428. };
  63429. return CylinderParticleEmitter;
  63430. }());
  63431. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63432. /**
  63433. * Particle emitter emitting particles from the inside of a cylinder.
  63434. * It emits the particles randomly between two vectors.
  63435. */
  63436. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63437. __extends(CylinderDirectedParticleEmitter, _super);
  63438. /**
  63439. * Creates a new instance CylinderDirectedParticleEmitter
  63440. * @param radius the radius of the emission cylinder (1 by default)
  63441. * @param height the height of the emission cylinder (1 by default)
  63442. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63443. * @param direction1 the min limit of the emission direction (up vector by default)
  63444. * @param direction2 the max limit of the emission direction (up vector by default)
  63445. */
  63446. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63447. /**
  63448. * The min limit of the emission direction.
  63449. */
  63450. direction1,
  63451. /**
  63452. * The max limit of the emission direction.
  63453. */
  63454. direction2) {
  63455. if (radius === void 0) { radius = 1; }
  63456. if (height === void 0) { height = 1; }
  63457. if (radiusRange === void 0) { radiusRange = 1; }
  63458. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63459. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63460. var _this = _super.call(this, radius, height, radiusRange) || this;
  63461. _this.direction1 = direction1;
  63462. _this.direction2 = direction2;
  63463. return _this;
  63464. }
  63465. /**
  63466. * Called by the particle System when the direction is computed for the created particle.
  63467. * @param worldMatrix is the world matrix of the particle system
  63468. * @param directionToUpdate is the direction vector to update with the result
  63469. * @param particle is the particle we are computed the direction for
  63470. */
  63471. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63472. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63473. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63474. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63475. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63476. };
  63477. /**
  63478. * Clones the current emitter and returns a copy of it
  63479. * @returns the new emitter
  63480. */
  63481. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63482. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63483. BABYLON.Tools.DeepCopy(this, newOne);
  63484. return newOne;
  63485. };
  63486. /**
  63487. * Called by the GPUParticleSystem to setup the update shader
  63488. * @param effect defines the update shader
  63489. */
  63490. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63491. effect.setFloat("radius", this.radius);
  63492. effect.setFloat("height", this.height);
  63493. effect.setFloat("radiusRange", this.radiusRange);
  63494. effect.setVector3("direction1", this.direction1);
  63495. effect.setVector3("direction2", this.direction2);
  63496. };
  63497. /**
  63498. * Returns a string to use to update the GPU particles update shader
  63499. * @returns a string containng the defines string
  63500. */
  63501. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63502. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63503. };
  63504. /**
  63505. * Returns the string "CylinderDirectedParticleEmitter"
  63506. * @returns a string containing the class name
  63507. */
  63508. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63509. return "CylinderDirectedParticleEmitter";
  63510. };
  63511. /**
  63512. * Serializes the particle system to a JSON object.
  63513. * @returns the JSON object
  63514. */
  63515. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63516. var serializationObject = _super.prototype.serialize.call(this);
  63517. serializationObject.direction1 = this.direction1.asArray();
  63518. serializationObject.direction2 = this.direction2.asArray();
  63519. return serializationObject;
  63520. };
  63521. /**
  63522. * Parse properties from a JSON object
  63523. * @param serializationObject defines the JSON object
  63524. */
  63525. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63526. _super.prototype.parse.call(this, serializationObject);
  63527. this.direction1.copyFrom(serializationObject.direction1);
  63528. this.direction2.copyFrom(serializationObject.direction2);
  63529. };
  63530. return CylinderDirectedParticleEmitter;
  63531. }(CylinderParticleEmitter));
  63532. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63533. })(BABYLON || (BABYLON = {}));
  63534. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63535. var BABYLON;
  63536. (function (BABYLON) {
  63537. /**
  63538. * Particle emitter emitting particles from the inside of a cone.
  63539. * It emits the particles alongside the cone volume from the base to the particle.
  63540. * The emission direction might be randomized.
  63541. */
  63542. var ConeParticleEmitter = /** @class */ (function () {
  63543. /**
  63544. * Creates a new instance ConeParticleEmitter
  63545. * @param radius the radius of the emission cone (1 by default)
  63546. * @param angles the cone base angle (PI by default)
  63547. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63548. */
  63549. function ConeParticleEmitter(radius, angle,
  63550. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63551. directionRandomizer) {
  63552. if (radius === void 0) { radius = 1; }
  63553. if (angle === void 0) { angle = Math.PI; }
  63554. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63555. this.directionRandomizer = directionRandomizer;
  63556. /**
  63557. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63558. */
  63559. this.radiusRange = 1;
  63560. /**
  63561. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63562. */
  63563. this.heightRange = 1;
  63564. /**
  63565. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63566. */
  63567. this.emitFromSpawnPointOnly = false;
  63568. this.angle = angle;
  63569. this.radius = radius;
  63570. }
  63571. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63572. /**
  63573. * Gets or sets the radius of the emission cone
  63574. */
  63575. get: function () {
  63576. return this._radius;
  63577. },
  63578. set: function (value) {
  63579. this._radius = value;
  63580. this._buildHeight();
  63581. },
  63582. enumerable: true,
  63583. configurable: true
  63584. });
  63585. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63586. /**
  63587. * Gets or sets the angle of the emission cone
  63588. */
  63589. get: function () {
  63590. return this._angle;
  63591. },
  63592. set: function (value) {
  63593. this._angle = value;
  63594. this._buildHeight();
  63595. },
  63596. enumerable: true,
  63597. configurable: true
  63598. });
  63599. ConeParticleEmitter.prototype._buildHeight = function () {
  63600. if (this._angle !== 0) {
  63601. this._height = this._radius / Math.tan(this._angle / 2);
  63602. }
  63603. else {
  63604. this._height = 1;
  63605. }
  63606. };
  63607. /**
  63608. * Called by the particle System when the direction is computed for the created particle.
  63609. * @param worldMatrix is the world matrix of the particle system
  63610. * @param directionToUpdate is the direction vector to update with the result
  63611. * @param particle is the particle we are computed the direction for
  63612. */
  63613. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63614. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63615. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63616. }
  63617. else {
  63618. // measure the direction Vector from the emitter to the particle.
  63619. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63620. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63621. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63622. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63623. direction.x += randX;
  63624. direction.y += randY;
  63625. direction.z += randZ;
  63626. direction.normalize();
  63627. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63628. }
  63629. };
  63630. /**
  63631. * Called by the particle System when the position is computed for the created particle.
  63632. * @param worldMatrix is the world matrix of the particle system
  63633. * @param positionToUpdate is the position vector to update with the result
  63634. * @param particle is the particle we are computed the position for
  63635. */
  63636. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63637. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63638. var h;
  63639. if (!this.emitFromSpawnPointOnly) {
  63640. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63641. // Better distribution in a cone at normal angles.
  63642. h = 1 - h * h;
  63643. }
  63644. else {
  63645. h = 0.0001;
  63646. }
  63647. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63648. radius = radius * h;
  63649. var randX = radius * Math.sin(s);
  63650. var randZ = radius * Math.cos(s);
  63651. var randY = h * this._height;
  63652. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63653. };
  63654. /**
  63655. * Clones the current emitter and returns a copy of it
  63656. * @returns the new emitter
  63657. */
  63658. ConeParticleEmitter.prototype.clone = function () {
  63659. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63660. BABYLON.Tools.DeepCopy(this, newOne);
  63661. return newOne;
  63662. };
  63663. /**
  63664. * Called by the GPUParticleSystem to setup the update shader
  63665. * @param effect defines the update shader
  63666. */
  63667. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63668. effect.setFloat2("radius", this._radius, this.radiusRange);
  63669. effect.setFloat("coneAngle", this._angle);
  63670. effect.setFloat2("height", this._height, this.heightRange);
  63671. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63672. };
  63673. /**
  63674. * Returns a string to use to update the GPU particles update shader
  63675. * @returns a string containng the defines string
  63676. */
  63677. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63678. var defines = "#define CONEEMITTER";
  63679. if (this.emitFromSpawnPointOnly) {
  63680. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63681. }
  63682. return defines;
  63683. };
  63684. /**
  63685. * Returns the string "ConeParticleEmitter"
  63686. * @returns a string containing the class name
  63687. */
  63688. ConeParticleEmitter.prototype.getClassName = function () {
  63689. return "ConeParticleEmitter";
  63690. };
  63691. /**
  63692. * Serializes the particle system to a JSON object.
  63693. * @returns the JSON object
  63694. */
  63695. ConeParticleEmitter.prototype.serialize = function () {
  63696. var serializationObject = {};
  63697. serializationObject.type = this.getClassName();
  63698. serializationObject.radius = this._radius;
  63699. serializationObject.angle = this._angle;
  63700. serializationObject.directionRandomizer = this.directionRandomizer;
  63701. return serializationObject;
  63702. };
  63703. /**
  63704. * Parse properties from a JSON object
  63705. * @param serializationObject defines the JSON object
  63706. */
  63707. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63708. this.radius = serializationObject.radius;
  63709. this.angle = serializationObject.angle;
  63710. this.directionRandomizer = serializationObject.directionRandomizer;
  63711. };
  63712. return ConeParticleEmitter;
  63713. }());
  63714. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63715. })(BABYLON || (BABYLON = {}));
  63716. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63717. var BABYLON;
  63718. (function (BABYLON) {
  63719. /**
  63720. * Particle emitter emitting particles from the inside of a sphere.
  63721. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63722. */
  63723. var SphereParticleEmitter = /** @class */ (function () {
  63724. /**
  63725. * Creates a new instance SphereParticleEmitter
  63726. * @param radius the radius of the emission sphere (1 by default)
  63727. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63728. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63729. */
  63730. function SphereParticleEmitter(
  63731. /**
  63732. * The radius of the emission sphere.
  63733. */
  63734. radius,
  63735. /**
  63736. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63737. */
  63738. radiusRange,
  63739. /**
  63740. * How much to randomize the particle direction [0-1].
  63741. */
  63742. directionRandomizer) {
  63743. if (radius === void 0) { radius = 1; }
  63744. if (radiusRange === void 0) { radiusRange = 1; }
  63745. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63746. this.radius = radius;
  63747. this.radiusRange = radiusRange;
  63748. this.directionRandomizer = directionRandomizer;
  63749. }
  63750. /**
  63751. * Called by the particle System when the direction is computed for the created particle.
  63752. * @param worldMatrix is the world matrix of the particle system
  63753. * @param directionToUpdate is the direction vector to update with the result
  63754. * @param particle is the particle we are computed the direction for
  63755. */
  63756. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63757. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63758. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63759. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63760. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63761. direction.x += randX;
  63762. direction.y += randY;
  63763. direction.z += randZ;
  63764. direction.normalize();
  63765. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63766. };
  63767. /**
  63768. * Called by the particle System when the position is computed for the created particle.
  63769. * @param worldMatrix is the world matrix of the particle system
  63770. * @param positionToUpdate is the position vector to update with the result
  63771. * @param particle is the particle we are computed the position for
  63772. */
  63773. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63774. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63775. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63776. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63777. var theta = Math.acos(2 * v - 1);
  63778. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63779. var randY = randRadius * Math.cos(theta);
  63780. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63781. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63782. };
  63783. /**
  63784. * Clones the current emitter and returns a copy of it
  63785. * @returns the new emitter
  63786. */
  63787. SphereParticleEmitter.prototype.clone = function () {
  63788. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63789. BABYLON.Tools.DeepCopy(this, newOne);
  63790. return newOne;
  63791. };
  63792. /**
  63793. * Called by the GPUParticleSystem to setup the update shader
  63794. * @param effect defines the update shader
  63795. */
  63796. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63797. effect.setFloat("radius", this.radius);
  63798. effect.setFloat("radiusRange", this.radiusRange);
  63799. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63800. };
  63801. /**
  63802. * Returns a string to use to update the GPU particles update shader
  63803. * @returns a string containng the defines string
  63804. */
  63805. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63806. return "#define SPHEREEMITTER";
  63807. };
  63808. /**
  63809. * Returns the string "SphereParticleEmitter"
  63810. * @returns a string containing the class name
  63811. */
  63812. SphereParticleEmitter.prototype.getClassName = function () {
  63813. return "SphereParticleEmitter";
  63814. };
  63815. /**
  63816. * Serializes the particle system to a JSON object.
  63817. * @returns the JSON object
  63818. */
  63819. SphereParticleEmitter.prototype.serialize = function () {
  63820. var serializationObject = {};
  63821. serializationObject.type = this.getClassName();
  63822. serializationObject.radius = this.radius;
  63823. serializationObject.radiusRange = this.radiusRange;
  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. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63832. this.radius = serializationObject.radius;
  63833. this.radiusRange = serializationObject.radiusRange;
  63834. this.directionRandomizer = serializationObject.directionRandomizer;
  63835. };
  63836. return SphereParticleEmitter;
  63837. }());
  63838. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63839. /**
  63840. * Particle emitter emitting particles from the inside of a sphere.
  63841. * It emits the particles randomly between two vectors.
  63842. */
  63843. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63844. __extends(SphereDirectedParticleEmitter, _super);
  63845. /**
  63846. * Creates a new instance SphereDirectedParticleEmitter
  63847. * @param radius the radius of the emission sphere (1 by default)
  63848. * @param direction1 the min limit of the emission direction (up vector by default)
  63849. * @param direction2 the max limit of the emission direction (up vector by default)
  63850. */
  63851. function SphereDirectedParticleEmitter(radius,
  63852. /**
  63853. * The min limit of the emission direction.
  63854. */
  63855. direction1,
  63856. /**
  63857. * The max limit of the emission direction.
  63858. */
  63859. direction2) {
  63860. if (radius === void 0) { radius = 1; }
  63861. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63862. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63863. var _this = _super.call(this, radius) || this;
  63864. _this.direction1 = direction1;
  63865. _this.direction2 = direction2;
  63866. return _this;
  63867. }
  63868. /**
  63869. * Called by the particle System when the direction is computed for the created particle.
  63870. * @param worldMatrix is the world matrix of the particle system
  63871. * @param directionToUpdate is the direction vector to update with the result
  63872. * @param particle is the particle we are computed the direction for
  63873. */
  63874. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63875. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63876. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63877. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63878. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63879. };
  63880. /**
  63881. * Clones the current emitter and returns a copy of it
  63882. * @returns the new emitter
  63883. */
  63884. SphereDirectedParticleEmitter.prototype.clone = function () {
  63885. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63886. BABYLON.Tools.DeepCopy(this, newOne);
  63887. return newOne;
  63888. };
  63889. /**
  63890. * Called by the GPUParticleSystem to setup the update shader
  63891. * @param effect defines the update shader
  63892. */
  63893. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63894. effect.setFloat("radius", this.radius);
  63895. effect.setFloat("radiusRange", this.radiusRange);
  63896. effect.setVector3("direction1", this.direction1);
  63897. effect.setVector3("direction2", this.direction2);
  63898. };
  63899. /**
  63900. * Returns a string to use to update the GPU particles update shader
  63901. * @returns a string containng the defines string
  63902. */
  63903. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63904. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63905. };
  63906. /**
  63907. * Returns the string "SphereDirectedParticleEmitter"
  63908. * @returns a string containing the class name
  63909. */
  63910. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63911. return "SphereDirectedParticleEmitter";
  63912. };
  63913. /**
  63914. * Serializes the particle system to a JSON object.
  63915. * @returns the JSON object
  63916. */
  63917. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63918. var serializationObject = _super.prototype.serialize.call(this);
  63919. serializationObject.direction1 = this.direction1.asArray();
  63920. serializationObject.direction2 = this.direction2.asArray();
  63921. return serializationObject;
  63922. };
  63923. /**
  63924. * Parse properties from a JSON object
  63925. * @param serializationObject defines the JSON object
  63926. */
  63927. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63928. _super.prototype.parse.call(this, serializationObject);
  63929. this.direction1.copyFrom(serializationObject.direction1);
  63930. this.direction2.copyFrom(serializationObject.direction2);
  63931. };
  63932. return SphereDirectedParticleEmitter;
  63933. }(SphereParticleEmitter));
  63934. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63935. })(BABYLON || (BABYLON = {}));
  63936. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63937. var BABYLON;
  63938. (function (BABYLON) {
  63939. /**
  63940. * Particle emitter emitting particles from the inside of a hemisphere.
  63941. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63942. */
  63943. var HemisphericParticleEmitter = /** @class */ (function () {
  63944. /**
  63945. * Creates a new instance HemisphericParticleEmitter
  63946. * @param radius the radius of the emission hemisphere (1 by default)
  63947. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63948. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63949. */
  63950. function HemisphericParticleEmitter(
  63951. /**
  63952. * The radius of the emission hemisphere.
  63953. */
  63954. radius,
  63955. /**
  63956. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63957. */
  63958. radiusRange,
  63959. /**
  63960. * How much to randomize the particle direction [0-1].
  63961. */
  63962. directionRandomizer) {
  63963. if (radius === void 0) { radius = 1; }
  63964. if (radiusRange === void 0) { radiusRange = 1; }
  63965. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63966. this.radius = radius;
  63967. this.radiusRange = radiusRange;
  63968. this.directionRandomizer = directionRandomizer;
  63969. }
  63970. /**
  63971. * Called by the particle System when the direction is computed for the created particle.
  63972. * @param worldMatrix is the world matrix of the particle system
  63973. * @param directionToUpdate is the direction vector to update with the result
  63974. * @param particle is the particle we are computed the direction for
  63975. */
  63976. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63977. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63978. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63979. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63980. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63981. direction.x += randX;
  63982. direction.y += randY;
  63983. direction.z += randZ;
  63984. direction.normalize();
  63985. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63986. };
  63987. /**
  63988. * Called by the particle System when the position is computed for the created particle.
  63989. * @param worldMatrix is the world matrix of the particle system
  63990. * @param positionToUpdate is the position vector to update with the result
  63991. * @param particle is the particle we are computed the position for
  63992. */
  63993. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63994. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63995. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63996. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63997. var theta = Math.acos(2 * v - 1);
  63998. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63999. var randY = randRadius * Math.cos(theta);
  64000. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64001. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64002. };
  64003. /**
  64004. * Clones the current emitter and returns a copy of it
  64005. * @returns the new emitter
  64006. */
  64007. HemisphericParticleEmitter.prototype.clone = function () {
  64008. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64009. BABYLON.Tools.DeepCopy(this, newOne);
  64010. return newOne;
  64011. };
  64012. /**
  64013. * Called by the GPUParticleSystem to setup the update shader
  64014. * @param effect defines the update shader
  64015. */
  64016. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64017. effect.setFloat("radius", this.radius);
  64018. effect.setFloat("radiusRange", this.radiusRange);
  64019. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64020. };
  64021. /**
  64022. * Returns a string to use to update the GPU particles update shader
  64023. * @returns a string containng the defines string
  64024. */
  64025. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64026. return "#define HEMISPHERICEMITTER";
  64027. };
  64028. /**
  64029. * Returns the string "HemisphericParticleEmitter"
  64030. * @returns a string containing the class name
  64031. */
  64032. HemisphericParticleEmitter.prototype.getClassName = function () {
  64033. return "HemisphericParticleEmitter";
  64034. };
  64035. /**
  64036. * Serializes the particle system to a JSON object.
  64037. * @returns the JSON object
  64038. */
  64039. HemisphericParticleEmitter.prototype.serialize = function () {
  64040. var serializationObject = {};
  64041. serializationObject.type = this.getClassName();
  64042. serializationObject.radius = this.radius;
  64043. serializationObject.radiusRange = this.radiusRange;
  64044. serializationObject.directionRandomizer = this.directionRandomizer;
  64045. return serializationObject;
  64046. };
  64047. /**
  64048. * Parse properties from a JSON object
  64049. * @param serializationObject defines the JSON object
  64050. */
  64051. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64052. this.radius = serializationObject.radius;
  64053. this.radiusRange = serializationObject.radiusRange;
  64054. this.directionRandomizer = serializationObject.directionRandomizer;
  64055. };
  64056. return HemisphericParticleEmitter;
  64057. }());
  64058. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64059. })(BABYLON || (BABYLON = {}));
  64060. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64061. var BABYLON;
  64062. (function (BABYLON) {
  64063. /**
  64064. * Particle emitter emitting particles from a point.
  64065. * It emits the particles randomly between 2 given directions.
  64066. */
  64067. var PointParticleEmitter = /** @class */ (function () {
  64068. /**
  64069. * Creates a new instance PointParticleEmitter
  64070. */
  64071. function PointParticleEmitter() {
  64072. /**
  64073. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64074. */
  64075. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64076. /**
  64077. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64078. */
  64079. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64080. }
  64081. /**
  64082. * Called by the particle System when the direction is computed for the created particle.
  64083. * @param worldMatrix is the world matrix of the particle system
  64084. * @param directionToUpdate is the direction vector to update with the result
  64085. * @param particle is the particle we are computed the direction for
  64086. */
  64087. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64088. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64089. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64090. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64091. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64092. };
  64093. /**
  64094. * Called by the particle System when the position is computed for the created particle.
  64095. * @param worldMatrix is the world matrix of the particle system
  64096. * @param positionToUpdate is the position vector to update with the result
  64097. * @param particle is the particle we are computed the position for
  64098. */
  64099. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64100. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64101. };
  64102. /**
  64103. * Clones the current emitter and returns a copy of it
  64104. * @returns the new emitter
  64105. */
  64106. PointParticleEmitter.prototype.clone = function () {
  64107. var newOne = new PointParticleEmitter();
  64108. BABYLON.Tools.DeepCopy(this, newOne);
  64109. return newOne;
  64110. };
  64111. /**
  64112. * Called by the GPUParticleSystem to setup the update shader
  64113. * @param effect defines the update shader
  64114. */
  64115. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64116. effect.setVector3("direction1", this.direction1);
  64117. effect.setVector3("direction2", this.direction2);
  64118. };
  64119. /**
  64120. * Returns a string to use to update the GPU particles update shader
  64121. * @returns a string containng the defines string
  64122. */
  64123. PointParticleEmitter.prototype.getEffectDefines = function () {
  64124. return "#define POINTEMITTER";
  64125. };
  64126. /**
  64127. * Returns the string "PointParticleEmitter"
  64128. * @returns a string containing the class name
  64129. */
  64130. PointParticleEmitter.prototype.getClassName = function () {
  64131. return "PointParticleEmitter";
  64132. };
  64133. /**
  64134. * Serializes the particle system to a JSON object.
  64135. * @returns the JSON object
  64136. */
  64137. PointParticleEmitter.prototype.serialize = function () {
  64138. var serializationObject = {};
  64139. serializationObject.type = this.getClassName();
  64140. serializationObject.direction1 = this.direction1.asArray();
  64141. serializationObject.direction2 = this.direction2.asArray();
  64142. return serializationObject;
  64143. };
  64144. /**
  64145. * Parse properties from a JSON object
  64146. * @param serializationObject defines the JSON object
  64147. */
  64148. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64149. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64150. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64151. };
  64152. return PointParticleEmitter;
  64153. }());
  64154. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64155. })(BABYLON || (BABYLON = {}));
  64156. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64157. var BABYLON;
  64158. (function (BABYLON) {
  64159. // Adds the parsers to the scene parsers.
  64160. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64161. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64162. if (!individualParser) {
  64163. return;
  64164. }
  64165. // Particles Systems
  64166. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64167. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64168. var parsedParticleSystem = parsedData.particleSystems[index];
  64169. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64170. }
  64171. }
  64172. });
  64173. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64174. if (parsedParticleSystem.activeParticleCount) {
  64175. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64176. return ps;
  64177. }
  64178. else {
  64179. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64180. return ps;
  64181. }
  64182. });
  64183. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64184. if (uniformsNames === void 0) { uniformsNames = []; }
  64185. if (samplers === void 0) { samplers = []; }
  64186. if (defines === void 0) { defines = ""; }
  64187. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64188. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64189. if (defines.indexOf(" BILLBOARD") === -1) {
  64190. defines += "\n#define BILLBOARD\n";
  64191. }
  64192. if (samplers.indexOf("diffuseSampler") === -1) {
  64193. samplers.push("diffuseSampler");
  64194. }
  64195. return this.createEffect({
  64196. vertex: "particles",
  64197. fragmentElement: fragmentName
  64198. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64199. };
  64200. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64201. var results = new Array();
  64202. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64203. var particleSystem = this.getScene().particleSystems[index];
  64204. if (particleSystem.emitter === this) {
  64205. results.push(particleSystem);
  64206. }
  64207. }
  64208. return results;
  64209. };
  64210. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64211. var results = new Array();
  64212. var descendants = this.getDescendants();
  64213. descendants.push(this);
  64214. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64215. var particleSystem = this.getScene().particleSystems[index];
  64216. var emitter = particleSystem.emitter;
  64217. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64218. results.push(particleSystem);
  64219. }
  64220. }
  64221. return results;
  64222. };
  64223. })(BABYLON || (BABYLON = {}));
  64224. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64225. var BABYLON;
  64226. (function (BABYLON) {
  64227. /**
  64228. * Type of sub emitter
  64229. */
  64230. var SubEmitterType;
  64231. (function (SubEmitterType) {
  64232. /**
  64233. * Attached to the particle over it's lifetime
  64234. */
  64235. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64236. /**
  64237. * Created when the particle dies
  64238. */
  64239. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64240. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64241. /**
  64242. * Sub emitter class used to emit particles from an existing particle
  64243. */
  64244. var SubEmitter = /** @class */ (function () {
  64245. /**
  64246. * Creates a sub emitter
  64247. * @param particleSystem the particle system to be used by the sub emitter
  64248. */
  64249. function SubEmitter(
  64250. /**
  64251. * the particle system to be used by the sub emitter
  64252. */
  64253. particleSystem) {
  64254. this.particleSystem = particleSystem;
  64255. /**
  64256. * Type of the submitter (Default: END)
  64257. */
  64258. this.type = SubEmitterType.END;
  64259. /**
  64260. * 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)
  64261. * Note: This only is supported when using an emitter of type Mesh
  64262. */
  64263. this.inheritDirection = false;
  64264. /**
  64265. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64266. */
  64267. this.inheritedVelocityAmount = 0;
  64268. // Create mesh as emitter to support rotation
  64269. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64270. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64271. }
  64272. // Automatically dispose of subemitter when system is disposed
  64273. particleSystem.onDisposeObservable.add(function () {
  64274. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64275. particleSystem.emitter.dispose();
  64276. }
  64277. });
  64278. }
  64279. /**
  64280. * Clones the sub emitter
  64281. * @returns the cloned sub emitter
  64282. */
  64283. SubEmitter.prototype.clone = function () {
  64284. // Clone particle system
  64285. var emitter = this.particleSystem.emitter;
  64286. if (!emitter) {
  64287. emitter = new BABYLON.Vector3();
  64288. }
  64289. else if (emitter instanceof BABYLON.Vector3) {
  64290. emitter = emitter.clone();
  64291. }
  64292. else if (emitter instanceof BABYLON.AbstractMesh) {
  64293. emitter = new BABYLON.Mesh("", emitter.getScene());
  64294. emitter.isVisible = false;
  64295. }
  64296. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64297. // Clone properties
  64298. clone.type = this.type;
  64299. clone.inheritDirection = this.inheritDirection;
  64300. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64301. clone.particleSystem._disposeEmitterOnDispose = true;
  64302. clone.particleSystem.disposeOnStop = true;
  64303. return clone;
  64304. };
  64305. /**
  64306. * Serialize current object to a JSON object
  64307. * @returns the serialized object
  64308. */
  64309. SubEmitter.prototype.serialize = function () {
  64310. var serializationObject = {};
  64311. serializationObject.type = this.type;
  64312. serializationObject.inheritDirection = this.inheritDirection;
  64313. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64314. serializationObject.particleSystem = this.particleSystem.serialize();
  64315. return serializationObject;
  64316. };
  64317. /**
  64318. * Creates a new SubEmitter from a serialized JSON version
  64319. * @param serializationObject defines the JSON object to read from
  64320. * @param scene defines the hosting scene
  64321. * @param rootUrl defines the rootUrl for data loading
  64322. * @returns a new SubEmitter
  64323. */
  64324. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64325. var system = serializationObject.particleSystem;
  64326. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64327. subEmitter.type = serializationObject.type;
  64328. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64329. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64330. subEmitter.particleSystem._isSubEmitter = true;
  64331. return subEmitter;
  64332. };
  64333. /** Release associated resources */
  64334. SubEmitter.prototype.dispose = function () {
  64335. this.particleSystem.dispose();
  64336. };
  64337. return SubEmitter;
  64338. }());
  64339. BABYLON.SubEmitter = SubEmitter;
  64340. })(BABYLON || (BABYLON = {}));
  64341. //# sourceMappingURL=babylon.subEmitter.js.map
  64342. var BABYLON;
  64343. (function (BABYLON) {
  64344. /**
  64345. * 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.
  64346. *
  64347. * This returned material effects how the mesh will look based on the code in the shaders.
  64348. *
  64349. * @see http://doc.babylonjs.com/how_to/shader_material
  64350. */
  64351. var ShaderMaterial = /** @class */ (function (_super) {
  64352. __extends(ShaderMaterial, _super);
  64353. /**
  64354. * Instantiate a new shader material.
  64355. * 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.
  64356. * This returned material effects how the mesh will look based on the code in the shaders.
  64357. * @see http://doc.babylonjs.com/how_to/shader_material
  64358. * @param name Define the name of the material in the scene
  64359. * @param scene Define the scene the material belongs to
  64360. * @param shaderPath Defines the route to the shader code in one of three ways:
  64361. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64362. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64363. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64364. * @param options Define the options used to create the shader
  64365. */
  64366. function ShaderMaterial(name, scene, shaderPath, options) {
  64367. if (options === void 0) { options = {}; }
  64368. var _this = _super.call(this, name, scene) || this;
  64369. _this._textures = {};
  64370. _this._textureArrays = {};
  64371. _this._floats = {};
  64372. _this._ints = {};
  64373. _this._floatsArrays = {};
  64374. _this._colors3 = {};
  64375. _this._colors3Arrays = {};
  64376. _this._colors4 = {};
  64377. _this._vectors2 = {};
  64378. _this._vectors3 = {};
  64379. _this._vectors4 = {};
  64380. _this._matrices = {};
  64381. _this._matrices3x3 = {};
  64382. _this._matrices2x2 = {};
  64383. _this._vectors2Arrays = {};
  64384. _this._vectors3Arrays = {};
  64385. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64386. _this._shaderPath = shaderPath;
  64387. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64388. return _this;
  64389. }
  64390. /**
  64391. * Gets the current class name of the material e.g. "ShaderMaterial"
  64392. * Mainly use in serialization.
  64393. * @returns the class name
  64394. */
  64395. ShaderMaterial.prototype.getClassName = function () {
  64396. return "ShaderMaterial";
  64397. };
  64398. /**
  64399. * Specifies if the material will require alpha blending
  64400. * @returns a boolean specifying if alpha blending is needed
  64401. */
  64402. ShaderMaterial.prototype.needAlphaBlending = function () {
  64403. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64404. };
  64405. /**
  64406. * Specifies if this material should be rendered in alpha test mode
  64407. * @returns a boolean specifying if an alpha test is needed.
  64408. */
  64409. ShaderMaterial.prototype.needAlphaTesting = function () {
  64410. return this._options.needAlphaTesting;
  64411. };
  64412. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64413. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64414. this._options.uniforms.push(uniformName);
  64415. }
  64416. };
  64417. /**
  64418. * Set a texture in the shader.
  64419. * @param name Define the name of the uniform samplers as defined in the shader
  64420. * @param texture Define the texture to bind to this sampler
  64421. * @return the material itself allowing "fluent" like uniform updates
  64422. */
  64423. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64424. if (this._options.samplers.indexOf(name) === -1) {
  64425. this._options.samplers.push(name);
  64426. }
  64427. this._textures[name] = texture;
  64428. return this;
  64429. };
  64430. /**
  64431. * Set a texture array in the shader.
  64432. * @param name Define the name of the uniform sampler array as defined in the shader
  64433. * @param textures Define the list of textures to bind to this sampler
  64434. * @return the material itself allowing "fluent" like uniform updates
  64435. */
  64436. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64437. if (this._options.samplers.indexOf(name) === -1) {
  64438. this._options.samplers.push(name);
  64439. }
  64440. this._checkUniform(name);
  64441. this._textureArrays[name] = textures;
  64442. return this;
  64443. };
  64444. /**
  64445. * Set a float in the shader.
  64446. * @param name Define the name of the uniform as defined in the shader
  64447. * @param value Define the value to give to the uniform
  64448. * @return the material itself allowing "fluent" like uniform updates
  64449. */
  64450. ShaderMaterial.prototype.setFloat = function (name, value) {
  64451. this._checkUniform(name);
  64452. this._floats[name] = value;
  64453. return this;
  64454. };
  64455. /**
  64456. * Set a int in the shader.
  64457. * @param name Define the name of the uniform as defined in the shader
  64458. * @param value Define the value to give to the uniform
  64459. * @return the material itself allowing "fluent" like uniform updates
  64460. */
  64461. ShaderMaterial.prototype.setInt = function (name, value) {
  64462. this._checkUniform(name);
  64463. this._ints[name] = value;
  64464. return this;
  64465. };
  64466. /**
  64467. * Set an array of floats in the shader.
  64468. * @param name Define the name of the uniform as defined in the shader
  64469. * @param value Define the value to give to the uniform
  64470. * @return the material itself allowing "fluent" like uniform updates
  64471. */
  64472. ShaderMaterial.prototype.setFloats = function (name, value) {
  64473. this._checkUniform(name);
  64474. this._floatsArrays[name] = value;
  64475. return this;
  64476. };
  64477. /**
  64478. * Set a vec3 in the shader from a Color3.
  64479. * @param name Define the name of the uniform as defined in the shader
  64480. * @param value Define the value to give to the uniform
  64481. * @return the material itself allowing "fluent" like uniform updates
  64482. */
  64483. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64484. this._checkUniform(name);
  64485. this._colors3[name] = value;
  64486. return this;
  64487. };
  64488. /**
  64489. * Set a vec3 array in the shader from a Color3 array.
  64490. * @param name Define the name of the uniform as defined in the shader
  64491. * @param value Define the value to give to the uniform
  64492. * @return the material itself allowing "fluent" like uniform updates
  64493. */
  64494. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64495. this._checkUniform(name);
  64496. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64497. color.toArray(arr, arr.length);
  64498. return arr;
  64499. }, []);
  64500. return this;
  64501. };
  64502. /**
  64503. * Set a vec4 in the shader from a Color4.
  64504. * @param name Define the name of the uniform as defined in the shader
  64505. * @param value Define the value to give to the uniform
  64506. * @return the material itself allowing "fluent" like uniform updates
  64507. */
  64508. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64509. this._checkUniform(name);
  64510. this._colors4[name] = value;
  64511. return this;
  64512. };
  64513. /**
  64514. * Set a vec2 in the shader from a Vector2.
  64515. * @param name Define the name of the uniform as defined in the shader
  64516. * @param value Define the value to give to the uniform
  64517. * @return the material itself allowing "fluent" like uniform updates
  64518. */
  64519. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64520. this._checkUniform(name);
  64521. this._vectors2[name] = value;
  64522. return this;
  64523. };
  64524. /**
  64525. * Set a vec3 in the shader from a Vector3.
  64526. * @param name Define the name of the uniform as defined in the shader
  64527. * @param value Define the value to give to the uniform
  64528. * @return the material itself allowing "fluent" like uniform updates
  64529. */
  64530. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64531. this._checkUniform(name);
  64532. this._vectors3[name] = value;
  64533. return this;
  64534. };
  64535. /**
  64536. * Set a vec4 in the shader from a Vector4.
  64537. * @param name Define the name of the uniform as defined in the shader
  64538. * @param value Define the value to give to the uniform
  64539. * @return the material itself allowing "fluent" like uniform updates
  64540. */
  64541. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64542. this._checkUniform(name);
  64543. this._vectors4[name] = value;
  64544. return this;
  64545. };
  64546. /**
  64547. * Set a mat4 in the shader from a Matrix.
  64548. * @param name Define the name of the uniform as defined in the shader
  64549. * @param value Define the value to give to the uniform
  64550. * @return the material itself allowing "fluent" like uniform updates
  64551. */
  64552. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64553. this._checkUniform(name);
  64554. this._matrices[name] = value;
  64555. return this;
  64556. };
  64557. /**
  64558. * Set a mat3 in the shader from a Float32Array.
  64559. * @param name Define the name of the uniform as defined in the shader
  64560. * @param value Define the value to give to the uniform
  64561. * @return the material itself allowing "fluent" like uniform updates
  64562. */
  64563. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64564. this._checkUniform(name);
  64565. this._matrices3x3[name] = value;
  64566. return this;
  64567. };
  64568. /**
  64569. * Set a mat2 in the shader from a Float32Array.
  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.setMatrix2x2 = function (name, value) {
  64575. this._checkUniform(name);
  64576. this._matrices2x2[name] = value;
  64577. return this;
  64578. };
  64579. /**
  64580. * Set a vec2 array in the shader from a number array.
  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.setArray2 = function (name, value) {
  64586. this._checkUniform(name);
  64587. this._vectors2Arrays[name] = value;
  64588. return this;
  64589. };
  64590. /**
  64591. * Set a vec3 array in the shader from a number array.
  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.setArray3 = function (name, value) {
  64597. this._checkUniform(name);
  64598. this._vectors3Arrays[name] = value;
  64599. return this;
  64600. };
  64601. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64602. if (!mesh) {
  64603. return true;
  64604. }
  64605. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64606. return false;
  64607. }
  64608. return false;
  64609. };
  64610. /**
  64611. * Checks if the material is ready to render the requested mesh
  64612. * @param mesh Define the mesh to render
  64613. * @param useInstances Define whether or not the material is used with instances
  64614. * @returns true if ready, otherwise false
  64615. */
  64616. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64617. var scene = this.getScene();
  64618. var engine = scene.getEngine();
  64619. if (!this.checkReadyOnEveryCall) {
  64620. if (this._renderId === scene.getRenderId()) {
  64621. if (this._checkCache(scene, mesh, useInstances)) {
  64622. return true;
  64623. }
  64624. }
  64625. }
  64626. // Instances
  64627. var defines = [];
  64628. var attribs = [];
  64629. var fallbacks = new BABYLON.EffectFallbacks();
  64630. for (var index = 0; index < this._options.defines.length; index++) {
  64631. defines.push(this._options.defines[index]);
  64632. }
  64633. for (var index = 0; index < this._options.attributes.length; index++) {
  64634. attribs.push(this._options.attributes[index]);
  64635. }
  64636. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64637. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64638. defines.push("#define VERTEXCOLOR");
  64639. }
  64640. if (useInstances) {
  64641. defines.push("#define INSTANCES");
  64642. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64643. }
  64644. // Bones
  64645. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64646. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64647. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64648. if (mesh.numBoneInfluencers > 4) {
  64649. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64650. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64651. }
  64652. var skeleton = mesh.skeleton;
  64653. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64654. fallbacks.addCPUSkinningFallback(0, mesh);
  64655. if (skeleton.isUsingTextureForMatrices) {
  64656. defines.push("#define BONETEXTURE");
  64657. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64658. this._options.uniforms.push("boneTextureWidth");
  64659. }
  64660. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64661. this._options.samplers.push("boneSampler");
  64662. }
  64663. }
  64664. else {
  64665. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64666. if (this._options.uniforms.indexOf("mBones") === -1) {
  64667. this._options.uniforms.push("mBones");
  64668. }
  64669. }
  64670. }
  64671. else {
  64672. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64673. }
  64674. // Textures
  64675. for (var name in this._textures) {
  64676. if (!this._textures[name].isReady()) {
  64677. return false;
  64678. }
  64679. }
  64680. // Alpha test
  64681. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64682. defines.push("#define ALPHATEST");
  64683. }
  64684. var previousEffect = this._effect;
  64685. var join = defines.join("\n");
  64686. this._effect = engine.createEffect(this._shaderPath, {
  64687. attributes: attribs,
  64688. uniformsNames: this._options.uniforms,
  64689. uniformBuffersNames: this._options.uniformBuffers,
  64690. samplers: this._options.samplers,
  64691. defines: join,
  64692. fallbacks: fallbacks,
  64693. onCompiled: this.onCompiled,
  64694. onError: this.onError
  64695. }, engine);
  64696. if (!this._effect.isReady()) {
  64697. return false;
  64698. }
  64699. if (previousEffect !== this._effect) {
  64700. scene.resetCachedMaterial();
  64701. }
  64702. this._renderId = scene.getRenderId();
  64703. return true;
  64704. };
  64705. /**
  64706. * Binds the world matrix to the material
  64707. * @param world defines the world transformation matrix
  64708. */
  64709. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64710. var scene = this.getScene();
  64711. if (!this._effect) {
  64712. return;
  64713. }
  64714. if (this._options.uniforms.indexOf("world") !== -1) {
  64715. this._effect.setMatrix("world", world);
  64716. }
  64717. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64718. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64719. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64720. }
  64721. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64722. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64723. }
  64724. };
  64725. /**
  64726. * Binds the material to the mesh
  64727. * @param world defines the world transformation matrix
  64728. * @param mesh defines the mesh to bind the material to
  64729. */
  64730. ShaderMaterial.prototype.bind = function (world, mesh) {
  64731. // Std values
  64732. this.bindOnlyWorldMatrix(world);
  64733. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64734. if (this._options.uniforms.indexOf("view") !== -1) {
  64735. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64736. }
  64737. if (this._options.uniforms.indexOf("projection") !== -1) {
  64738. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64739. }
  64740. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64741. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64742. }
  64743. // Bones
  64744. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64745. var name;
  64746. // Texture
  64747. for (name in this._textures) {
  64748. this._effect.setTexture(name, this._textures[name]);
  64749. }
  64750. // Texture arrays
  64751. for (name in this._textureArrays) {
  64752. this._effect.setTextureArray(name, this._textureArrays[name]);
  64753. }
  64754. // Int
  64755. for (name in this._ints) {
  64756. this._effect.setInt(name, this._ints[name]);
  64757. }
  64758. // Float
  64759. for (name in this._floats) {
  64760. this._effect.setFloat(name, this._floats[name]);
  64761. }
  64762. // Floats
  64763. for (name in this._floatsArrays) {
  64764. this._effect.setArray(name, this._floatsArrays[name]);
  64765. }
  64766. // Color3
  64767. for (name in this._colors3) {
  64768. this._effect.setColor3(name, this._colors3[name]);
  64769. }
  64770. for (name in this._colors3Arrays) {
  64771. this._effect.setArray3(name, this._colors3Arrays[name]);
  64772. }
  64773. // Color4
  64774. for (name in this._colors4) {
  64775. var color = this._colors4[name];
  64776. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64777. }
  64778. // Vector2
  64779. for (name in this._vectors2) {
  64780. this._effect.setVector2(name, this._vectors2[name]);
  64781. }
  64782. // Vector3
  64783. for (name in this._vectors3) {
  64784. this._effect.setVector3(name, this._vectors3[name]);
  64785. }
  64786. // Vector4
  64787. for (name in this._vectors4) {
  64788. this._effect.setVector4(name, this._vectors4[name]);
  64789. }
  64790. // Matrix
  64791. for (name in this._matrices) {
  64792. this._effect.setMatrix(name, this._matrices[name]);
  64793. }
  64794. // Matrix 3x3
  64795. for (name in this._matrices3x3) {
  64796. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64797. }
  64798. // Matrix 2x2
  64799. for (name in this._matrices2x2) {
  64800. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64801. }
  64802. // Vector2Array
  64803. for (name in this._vectors2Arrays) {
  64804. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64805. }
  64806. // Vector3Array
  64807. for (name in this._vectors3Arrays) {
  64808. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64809. }
  64810. }
  64811. this._afterBind(mesh);
  64812. };
  64813. /**
  64814. * Gets the active textures from the material
  64815. * @returns an array of textures
  64816. */
  64817. ShaderMaterial.prototype.getActiveTextures = function () {
  64818. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64819. for (var name in this._textures) {
  64820. activeTextures.push(this._textures[name]);
  64821. }
  64822. for (var name in this._textureArrays) {
  64823. var array = this._textureArrays[name];
  64824. for (var index = 0; index < array.length; index++) {
  64825. activeTextures.push(array[index]);
  64826. }
  64827. }
  64828. return activeTextures;
  64829. };
  64830. /**
  64831. * Specifies if the material uses a texture
  64832. * @param texture defines the texture to check against the material
  64833. * @returns a boolean specifying if the material uses the texture
  64834. */
  64835. ShaderMaterial.prototype.hasTexture = function (texture) {
  64836. if (_super.prototype.hasTexture.call(this, texture)) {
  64837. return true;
  64838. }
  64839. for (var name in this._textures) {
  64840. if (this._textures[name] === texture) {
  64841. return true;
  64842. }
  64843. }
  64844. for (var name in this._textureArrays) {
  64845. var array = this._textureArrays[name];
  64846. for (var index = 0; index < array.length; index++) {
  64847. if (array[index] === texture) {
  64848. return true;
  64849. }
  64850. }
  64851. }
  64852. return false;
  64853. };
  64854. /**
  64855. * Makes a duplicate of the material, and gives it a new name
  64856. * @param name defines the new name for the duplicated material
  64857. * @returns the cloned material
  64858. */
  64859. ShaderMaterial.prototype.clone = function (name) {
  64860. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64861. return newShaderMaterial;
  64862. };
  64863. /**
  64864. * Disposes the material
  64865. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64866. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64867. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64868. */
  64869. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64870. if (forceDisposeTextures) {
  64871. var name;
  64872. for (name in this._textures) {
  64873. this._textures[name].dispose();
  64874. }
  64875. for (name in this._textureArrays) {
  64876. var array = this._textureArrays[name];
  64877. for (var index = 0; index < array.length; index++) {
  64878. array[index].dispose();
  64879. }
  64880. }
  64881. }
  64882. this._textures = {};
  64883. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64884. };
  64885. /**
  64886. * Serializes this material in a JSON representation
  64887. * @returns the serialized material object
  64888. */
  64889. ShaderMaterial.prototype.serialize = function () {
  64890. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64891. serializationObject.customType = "BABYLON.ShaderMaterial";
  64892. serializationObject.options = this._options;
  64893. serializationObject.shaderPath = this._shaderPath;
  64894. var name;
  64895. // Texture
  64896. serializationObject.textures = {};
  64897. for (name in this._textures) {
  64898. serializationObject.textures[name] = this._textures[name].serialize();
  64899. }
  64900. // Texture arrays
  64901. serializationObject.textureArrays = {};
  64902. for (name in this._textureArrays) {
  64903. serializationObject.textureArrays[name] = [];
  64904. var array = this._textureArrays[name];
  64905. for (var index = 0; index < array.length; index++) {
  64906. serializationObject.textureArrays[name].push(array[index].serialize());
  64907. }
  64908. }
  64909. // Float
  64910. serializationObject.floats = {};
  64911. for (name in this._floats) {
  64912. serializationObject.floats[name] = this._floats[name];
  64913. }
  64914. // Float s
  64915. serializationObject.FloatArrays = {};
  64916. for (name in this._floatsArrays) {
  64917. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64918. }
  64919. // Color3
  64920. serializationObject.colors3 = {};
  64921. for (name in this._colors3) {
  64922. serializationObject.colors3[name] = this._colors3[name].asArray();
  64923. }
  64924. // Color3 array
  64925. serializationObject.colors3Arrays = {};
  64926. for (name in this._colors3Arrays) {
  64927. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64928. }
  64929. // Color4
  64930. serializationObject.colors4 = {};
  64931. for (name in this._colors4) {
  64932. serializationObject.colors4[name] = this._colors4[name].asArray();
  64933. }
  64934. // Vector2
  64935. serializationObject.vectors2 = {};
  64936. for (name in this._vectors2) {
  64937. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64938. }
  64939. // Vector3
  64940. serializationObject.vectors3 = {};
  64941. for (name in this._vectors3) {
  64942. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64943. }
  64944. // Vector4
  64945. serializationObject.vectors4 = {};
  64946. for (name in this._vectors4) {
  64947. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64948. }
  64949. // Matrix
  64950. serializationObject.matrices = {};
  64951. for (name in this._matrices) {
  64952. serializationObject.matrices[name] = this._matrices[name].asArray();
  64953. }
  64954. // Matrix 3x3
  64955. serializationObject.matrices3x3 = {};
  64956. for (name in this._matrices3x3) {
  64957. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64958. }
  64959. // Matrix 2x2
  64960. serializationObject.matrices2x2 = {};
  64961. for (name in this._matrices2x2) {
  64962. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64963. }
  64964. // Vector2Array
  64965. serializationObject.vectors2Arrays = {};
  64966. for (name in this._vectors2Arrays) {
  64967. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64968. }
  64969. // Vector3Array
  64970. serializationObject.vectors3Arrays = {};
  64971. for (name in this._vectors3Arrays) {
  64972. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64973. }
  64974. return serializationObject;
  64975. };
  64976. /**
  64977. * Creates a shader material from parsed shader material data
  64978. * @param source defines the JSON represnetation of the material
  64979. * @param scene defines the hosting scene
  64980. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64981. * @returns a new material
  64982. */
  64983. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64984. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64985. var name;
  64986. // Texture
  64987. for (name in source.textures) {
  64988. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64989. }
  64990. // Texture arrays
  64991. for (name in source.textureArrays) {
  64992. var array = source.textureArrays[name];
  64993. var textureArray = new Array();
  64994. for (var index = 0; index < array.length; index++) {
  64995. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64996. }
  64997. material.setTextureArray(name, textureArray);
  64998. }
  64999. // Float
  65000. for (name in source.floats) {
  65001. material.setFloat(name, source.floats[name]);
  65002. }
  65003. // Float s
  65004. for (name in source.floatsArrays) {
  65005. material.setFloats(name, source.floatsArrays[name]);
  65006. }
  65007. // Color3
  65008. for (name in source.colors3) {
  65009. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65010. }
  65011. // Color3 arrays
  65012. for (name in source.colors3Arrays) {
  65013. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65014. if (i % 3 === 0) {
  65015. arr.push([num]);
  65016. }
  65017. else {
  65018. arr[arr.length - 1].push(num);
  65019. }
  65020. return arr;
  65021. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65022. material.setColor3Array(name, colors);
  65023. }
  65024. // Color4
  65025. for (name in source.colors4) {
  65026. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65027. }
  65028. // Vector2
  65029. for (name in source.vectors2) {
  65030. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65031. }
  65032. // Vector3
  65033. for (name in source.vectors3) {
  65034. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65035. }
  65036. // Vector4
  65037. for (name in source.vectors4) {
  65038. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65039. }
  65040. // Matrix
  65041. for (name in source.matrices) {
  65042. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65043. }
  65044. // Matrix 3x3
  65045. for (name in source.matrices3x3) {
  65046. material.setMatrix3x3(name, source.matrices3x3[name]);
  65047. }
  65048. // Matrix 2x2
  65049. for (name in source.matrices2x2) {
  65050. material.setMatrix2x2(name, source.matrices2x2[name]);
  65051. }
  65052. // Vector2Array
  65053. for (name in source.vectors2Arrays) {
  65054. material.setArray2(name, source.vectors2Arrays[name]);
  65055. }
  65056. // Vector3Array
  65057. for (name in source.vectors3Arrays) {
  65058. material.setArray3(name, source.vectors3Arrays[name]);
  65059. }
  65060. return material;
  65061. };
  65062. return ShaderMaterial;
  65063. }(BABYLON.Material));
  65064. BABYLON.ShaderMaterial = ShaderMaterial;
  65065. })(BABYLON || (BABYLON = {}));
  65066. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65067. var BABYLON;
  65068. (function (BABYLON) {
  65069. /**
  65070. * Mesh representing the gorund
  65071. */
  65072. var GroundMesh = /** @class */ (function (_super) {
  65073. __extends(GroundMesh, _super);
  65074. function GroundMesh(name, scene) {
  65075. var _this = _super.call(this, name, scene) || this;
  65076. /** If octree should be generated */
  65077. _this.generateOctree = false;
  65078. return _this;
  65079. }
  65080. /**
  65081. * "GroundMesh"
  65082. * @returns "GroundMesh"
  65083. */
  65084. GroundMesh.prototype.getClassName = function () {
  65085. return "GroundMesh";
  65086. };
  65087. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65088. /**
  65089. * The minimum of x and y subdivisions
  65090. */
  65091. get: function () {
  65092. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65093. },
  65094. enumerable: true,
  65095. configurable: true
  65096. });
  65097. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65098. /**
  65099. * X subdivisions
  65100. */
  65101. get: function () {
  65102. return this._subdivisionsX;
  65103. },
  65104. enumerable: true,
  65105. configurable: true
  65106. });
  65107. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65108. /**
  65109. * Y subdivisions
  65110. */
  65111. get: function () {
  65112. return this._subdivisionsY;
  65113. },
  65114. enumerable: true,
  65115. configurable: true
  65116. });
  65117. /**
  65118. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65119. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65120. * @param chunksCount the number of subdivisions for x and y
  65121. * @param octreeBlocksSize (Default: 32)
  65122. */
  65123. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65124. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65125. this._subdivisionsX = chunksCount;
  65126. this._subdivisionsY = chunksCount;
  65127. this.subdivide(chunksCount);
  65128. // Call the octree system optimization if it is defined.
  65129. var thisAsAny = this;
  65130. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65131. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65132. }
  65133. };
  65134. /**
  65135. * Returns a height (y) value in the Worl system :
  65136. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65137. * @param x x coordinate
  65138. * @param z z coordinate
  65139. * @returns the ground y position if (x, z) are outside the ground surface.
  65140. */
  65141. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65142. var world = this.getWorldMatrix();
  65143. var invMat = BABYLON.Tmp.Matrix[5];
  65144. world.invertToRef(invMat);
  65145. var tmpVect = BABYLON.Tmp.Vector3[8];
  65146. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65147. x = tmpVect.x;
  65148. z = tmpVect.z;
  65149. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65150. return this.position.y;
  65151. }
  65152. if (!this._heightQuads || this._heightQuads.length == 0) {
  65153. this._initHeightQuads();
  65154. this._computeHeightQuads();
  65155. }
  65156. var facet = this._getFacetAt(x, z);
  65157. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65158. // return y in the World system
  65159. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65160. return tmpVect.y;
  65161. };
  65162. /**
  65163. * Returns a normalized vector (Vector3) orthogonal to the ground
  65164. * at the ground coordinates (x, z) expressed in the World system.
  65165. * @param x x coordinate
  65166. * @param z z coordinate
  65167. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65168. */
  65169. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65170. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65171. this.getNormalAtCoordinatesToRef(x, z, normal);
  65172. return normal;
  65173. };
  65174. /**
  65175. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65176. * at the ground coordinates (x, z) expressed in the World system.
  65177. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65178. * @param x x coordinate
  65179. * @param z z coordinate
  65180. * @param ref vector to store the result
  65181. * @returns the GroundMesh.
  65182. */
  65183. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65184. var world = this.getWorldMatrix();
  65185. var tmpMat = BABYLON.Tmp.Matrix[5];
  65186. world.invertToRef(tmpMat);
  65187. var tmpVect = BABYLON.Tmp.Vector3[8];
  65188. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65189. x = tmpVect.x;
  65190. z = tmpVect.z;
  65191. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65192. return this;
  65193. }
  65194. if (!this._heightQuads || this._heightQuads.length == 0) {
  65195. this._initHeightQuads();
  65196. this._computeHeightQuads();
  65197. }
  65198. var facet = this._getFacetAt(x, z);
  65199. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65200. return this;
  65201. };
  65202. /**
  65203. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65204. * if the ground has been updated.
  65205. * This can be used in the render loop.
  65206. * @returns the GroundMesh.
  65207. */
  65208. GroundMesh.prototype.updateCoordinateHeights = function () {
  65209. if (!this._heightQuads || this._heightQuads.length == 0) {
  65210. this._initHeightQuads();
  65211. }
  65212. this._computeHeightQuads();
  65213. return this;
  65214. };
  65215. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65216. GroundMesh.prototype._getFacetAt = function (x, z) {
  65217. // retrieve col and row from x, z coordinates in the ground local system
  65218. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65219. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65220. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65221. var facet;
  65222. if (z < quad.slope.x * x + quad.slope.y) {
  65223. facet = quad.facet1;
  65224. }
  65225. else {
  65226. facet = quad.facet2;
  65227. }
  65228. return facet;
  65229. };
  65230. // Creates and populates the heightMap array with "facet" elements :
  65231. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65232. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65233. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65234. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65235. // Returns the GroundMesh.
  65236. GroundMesh.prototype._initHeightQuads = function () {
  65237. var subdivisionsX = this._subdivisionsX;
  65238. var subdivisionsY = this._subdivisionsY;
  65239. this._heightQuads = new Array();
  65240. for (var row = 0; row < subdivisionsY; row++) {
  65241. for (var col = 0; col < subdivisionsX; col++) {
  65242. 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) };
  65243. this._heightQuads[row * subdivisionsX + col] = quad;
  65244. }
  65245. }
  65246. return this;
  65247. };
  65248. // Compute each quad element values and update the the heightMap array :
  65249. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65250. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65251. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65252. // Returns the GroundMesh.
  65253. GroundMesh.prototype._computeHeightQuads = function () {
  65254. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65255. if (!positions) {
  65256. return this;
  65257. }
  65258. var v1 = BABYLON.Tmp.Vector3[3];
  65259. var v2 = BABYLON.Tmp.Vector3[2];
  65260. var v3 = BABYLON.Tmp.Vector3[1];
  65261. var v4 = BABYLON.Tmp.Vector3[0];
  65262. var v1v2 = BABYLON.Tmp.Vector3[4];
  65263. var v1v3 = BABYLON.Tmp.Vector3[5];
  65264. var v1v4 = BABYLON.Tmp.Vector3[6];
  65265. var norm1 = BABYLON.Tmp.Vector3[7];
  65266. var norm2 = BABYLON.Tmp.Vector3[8];
  65267. var i = 0;
  65268. var j = 0;
  65269. var k = 0;
  65270. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65271. var h = 0;
  65272. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65273. var d2 = 0;
  65274. var subdivisionsX = this._subdivisionsX;
  65275. var subdivisionsY = this._subdivisionsY;
  65276. for (var row = 0; row < subdivisionsY; row++) {
  65277. for (var col = 0; col < subdivisionsX; col++) {
  65278. i = col * 3;
  65279. j = row * (subdivisionsX + 1) * 3;
  65280. k = (row + 1) * (subdivisionsX + 1) * 3;
  65281. v1.x = positions[j + i];
  65282. v1.y = positions[j + i + 1];
  65283. v1.z = positions[j + i + 2];
  65284. v2.x = positions[j + i + 3];
  65285. v2.y = positions[j + i + 4];
  65286. v2.z = positions[j + i + 5];
  65287. v3.x = positions[k + i];
  65288. v3.y = positions[k + i + 1];
  65289. v3.z = positions[k + i + 2];
  65290. v4.x = positions[k + i + 3];
  65291. v4.y = positions[k + i + 4];
  65292. v4.z = positions[k + i + 5];
  65293. // 2D slope V1V4
  65294. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65295. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65296. // facet equations :
  65297. // we compute each facet normal vector
  65298. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65299. // we compute the value d by applying the equation to v1 which belongs to the plane
  65300. // then we store the facet equation in a Vector4
  65301. v2.subtractToRef(v1, v1v2);
  65302. v3.subtractToRef(v1, v1v3);
  65303. v4.subtractToRef(v1, v1v4);
  65304. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65305. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65306. norm1.normalize();
  65307. norm2.normalize();
  65308. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65309. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65310. var quad = this._heightQuads[row * subdivisionsX + col];
  65311. quad.slope.copyFromFloats(cd, h);
  65312. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65313. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65314. }
  65315. }
  65316. return this;
  65317. };
  65318. /**
  65319. * Serializes this ground mesh
  65320. * @param serializationObject object to write serialization to
  65321. */
  65322. GroundMesh.prototype.serialize = function (serializationObject) {
  65323. _super.prototype.serialize.call(this, serializationObject);
  65324. serializationObject.subdivisionsX = this._subdivisionsX;
  65325. serializationObject.subdivisionsY = this._subdivisionsY;
  65326. serializationObject.minX = this._minX;
  65327. serializationObject.maxX = this._maxX;
  65328. serializationObject.minZ = this._minZ;
  65329. serializationObject.maxZ = this._maxZ;
  65330. serializationObject.width = this._width;
  65331. serializationObject.height = this._height;
  65332. };
  65333. /**
  65334. * Parses a serialized ground mesh
  65335. * @param parsedMesh the serialized mesh
  65336. * @param scene the scene to create the ground mesh in
  65337. * @returns the created ground mesh
  65338. */
  65339. GroundMesh.Parse = function (parsedMesh, scene) {
  65340. var result = new GroundMesh(parsedMesh.name, scene);
  65341. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65342. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65343. result._minX = parsedMesh.minX;
  65344. result._maxX = parsedMesh.maxX;
  65345. result._minZ = parsedMesh.minZ;
  65346. result._maxZ = parsedMesh.maxZ;
  65347. result._width = parsedMesh.width;
  65348. result._height = parsedMesh.height;
  65349. return result;
  65350. };
  65351. return GroundMesh;
  65352. }(BABYLON.Mesh));
  65353. BABYLON.GroundMesh = GroundMesh;
  65354. })(BABYLON || (BABYLON = {}));
  65355. //# sourceMappingURL=babylon.groundMesh.js.map
  65356. var BABYLON;
  65357. (function (BABYLON) {
  65358. /**
  65359. * Creates an instance based on a source mesh.
  65360. */
  65361. var InstancedMesh = /** @class */ (function (_super) {
  65362. __extends(InstancedMesh, _super);
  65363. function InstancedMesh(name, source) {
  65364. var _this = _super.call(this, name, source.getScene()) || this;
  65365. /** @hidden */
  65366. _this._indexInSourceMeshInstanceArray = -1;
  65367. source.addInstance(_this);
  65368. _this._sourceMesh = source;
  65369. _this.position.copyFrom(source.position);
  65370. _this.rotation.copyFrom(source.rotation);
  65371. _this.scaling.copyFrom(source.scaling);
  65372. if (source.rotationQuaternion) {
  65373. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65374. }
  65375. _this.infiniteDistance = source.infiniteDistance;
  65376. _this.setPivotMatrix(source.getPivotMatrix());
  65377. _this.refreshBoundingInfo();
  65378. _this._syncSubMeshes();
  65379. return _this;
  65380. }
  65381. /**
  65382. * Returns the string "InstancedMesh".
  65383. */
  65384. InstancedMesh.prototype.getClassName = function () {
  65385. return "InstancedMesh";
  65386. };
  65387. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65388. // Methods
  65389. /**
  65390. * If the source mesh receives shadows
  65391. */
  65392. get: function () {
  65393. return this._sourceMesh.receiveShadows;
  65394. },
  65395. enumerable: true,
  65396. configurable: true
  65397. });
  65398. Object.defineProperty(InstancedMesh.prototype, "material", {
  65399. /**
  65400. * The material of the source mesh
  65401. */
  65402. get: function () {
  65403. return this._sourceMesh.material;
  65404. },
  65405. enumerable: true,
  65406. configurable: true
  65407. });
  65408. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65409. /**
  65410. * Visibility of the source mesh
  65411. */
  65412. get: function () {
  65413. return this._sourceMesh.visibility;
  65414. },
  65415. enumerable: true,
  65416. configurable: true
  65417. });
  65418. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65419. /**
  65420. * Skeleton of the source mesh
  65421. */
  65422. get: function () {
  65423. return this._sourceMesh.skeleton;
  65424. },
  65425. enumerable: true,
  65426. configurable: true
  65427. });
  65428. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65429. /**
  65430. * Rendering ground id of the source mesh
  65431. */
  65432. get: function () {
  65433. return this._sourceMesh.renderingGroupId;
  65434. },
  65435. set: function (value) {
  65436. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65437. return;
  65438. }
  65439. //no-op with warning
  65440. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65441. },
  65442. enumerable: true,
  65443. configurable: true
  65444. });
  65445. /**
  65446. * Returns the total number of vertices (integer).
  65447. */
  65448. InstancedMesh.prototype.getTotalVertices = function () {
  65449. return this._sourceMesh.getTotalVertices();
  65450. };
  65451. /**
  65452. * Returns a positive integer : the total number of indices in this mesh geometry.
  65453. * @returns the numner of indices or zero if the mesh has no geometry.
  65454. */
  65455. InstancedMesh.prototype.getTotalIndices = function () {
  65456. return this._sourceMesh.getTotalIndices();
  65457. };
  65458. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65459. /**
  65460. * The source mesh of the instance
  65461. */
  65462. get: function () {
  65463. return this._sourceMesh;
  65464. },
  65465. enumerable: true,
  65466. configurable: true
  65467. });
  65468. /**
  65469. * Is this node ready to be used/rendered
  65470. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65471. * @return {boolean} is it ready
  65472. */
  65473. InstancedMesh.prototype.isReady = function (completeCheck) {
  65474. if (completeCheck === void 0) { completeCheck = false; }
  65475. return this._sourceMesh.isReady(completeCheck, true);
  65476. };
  65477. /**
  65478. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65479. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65480. * @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.
  65481. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65482. */
  65483. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65484. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65485. };
  65486. /**
  65487. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65488. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65489. * The `data` are either a numeric array either a Float32Array.
  65490. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65491. * 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).
  65492. * Note that a new underlying VertexBuffer object is created each call.
  65493. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65494. *
  65495. * Possible `kind` values :
  65496. * - BABYLON.VertexBuffer.PositionKind
  65497. * - BABYLON.VertexBuffer.UVKind
  65498. * - BABYLON.VertexBuffer.UV2Kind
  65499. * - BABYLON.VertexBuffer.UV3Kind
  65500. * - BABYLON.VertexBuffer.UV4Kind
  65501. * - BABYLON.VertexBuffer.UV5Kind
  65502. * - BABYLON.VertexBuffer.UV6Kind
  65503. * - BABYLON.VertexBuffer.ColorKind
  65504. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65505. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65506. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65507. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65508. *
  65509. * Returns the Mesh.
  65510. */
  65511. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65512. if (this.sourceMesh) {
  65513. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65514. }
  65515. return this.sourceMesh;
  65516. };
  65517. /**
  65518. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65519. * If the mesh has no geometry, it is simply returned as it is.
  65520. * The `data` are either a numeric array either a Float32Array.
  65521. * No new underlying VertexBuffer object is created.
  65522. * 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.
  65523. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65524. *
  65525. * Possible `kind` values :
  65526. * - BABYLON.VertexBuffer.PositionKind
  65527. * - BABYLON.VertexBuffer.UVKind
  65528. * - BABYLON.VertexBuffer.UV2Kind
  65529. * - BABYLON.VertexBuffer.UV3Kind
  65530. * - BABYLON.VertexBuffer.UV4Kind
  65531. * - BABYLON.VertexBuffer.UV5Kind
  65532. * - BABYLON.VertexBuffer.UV6Kind
  65533. * - BABYLON.VertexBuffer.ColorKind
  65534. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65535. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65536. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65537. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65538. *
  65539. * Returns the Mesh.
  65540. */
  65541. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65542. if (this.sourceMesh) {
  65543. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65544. }
  65545. return this.sourceMesh;
  65546. };
  65547. /**
  65548. * Sets the mesh indices.
  65549. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65550. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65551. * This method creates a new index buffer each call.
  65552. * Returns the Mesh.
  65553. */
  65554. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65555. if (totalVertices === void 0) { totalVertices = null; }
  65556. if (this.sourceMesh) {
  65557. this.sourceMesh.setIndices(indices, totalVertices);
  65558. }
  65559. return this.sourceMesh;
  65560. };
  65561. /**
  65562. * Boolean : True if the mesh owns the requested kind of data.
  65563. */
  65564. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65565. return this._sourceMesh.isVerticesDataPresent(kind);
  65566. };
  65567. /**
  65568. * Returns an array of indices (IndicesArray).
  65569. */
  65570. InstancedMesh.prototype.getIndices = function () {
  65571. return this._sourceMesh.getIndices();
  65572. };
  65573. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65574. get: function () {
  65575. return this._sourceMesh._positions;
  65576. },
  65577. enumerable: true,
  65578. configurable: true
  65579. });
  65580. /**
  65581. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65582. * This means the mesh underlying bounding box and sphere are recomputed.
  65583. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65584. * @returns the current mesh
  65585. */
  65586. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65587. if (applySkeleton === void 0) { applySkeleton = false; }
  65588. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65589. return this;
  65590. }
  65591. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65592. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65593. return this;
  65594. };
  65595. /** @hidden */
  65596. InstancedMesh.prototype._preActivate = function () {
  65597. if (this._currentLOD) {
  65598. this._currentLOD._preActivate();
  65599. }
  65600. return this;
  65601. };
  65602. /** @hidden */
  65603. InstancedMesh.prototype._activate = function (renderId) {
  65604. if (this._currentLOD) {
  65605. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65606. }
  65607. return this;
  65608. };
  65609. /**
  65610. * Returns the current associated LOD AbstractMesh.
  65611. */
  65612. InstancedMesh.prototype.getLOD = function (camera) {
  65613. if (!camera) {
  65614. return this;
  65615. }
  65616. var boundingInfo = this.getBoundingInfo();
  65617. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65618. if (this._currentLOD === this.sourceMesh) {
  65619. return this;
  65620. }
  65621. return this._currentLOD;
  65622. };
  65623. /** @hidden */
  65624. InstancedMesh.prototype._syncSubMeshes = function () {
  65625. this.releaseSubMeshes();
  65626. if (this._sourceMesh.subMeshes) {
  65627. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65628. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65629. }
  65630. }
  65631. return this;
  65632. };
  65633. /** @hidden */
  65634. InstancedMesh.prototype._generatePointsArray = function () {
  65635. return this._sourceMesh._generatePointsArray();
  65636. };
  65637. /**
  65638. * Creates a new InstancedMesh from the current mesh.
  65639. * - name (string) : the cloned mesh name
  65640. * - newParent (optional Node) : the optional Node to parent the clone to.
  65641. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65642. *
  65643. * Returns the clone.
  65644. */
  65645. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65646. var result = this._sourceMesh.createInstance(name);
  65647. // Deep copy
  65648. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65649. // Bounding info
  65650. this.refreshBoundingInfo();
  65651. // Parent
  65652. if (newParent) {
  65653. result.parent = newParent;
  65654. }
  65655. if (!doNotCloneChildren) {
  65656. // Children
  65657. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65658. var mesh = this.getScene().meshes[index];
  65659. if (mesh.parent === this) {
  65660. mesh.clone(mesh.name, result);
  65661. }
  65662. }
  65663. }
  65664. result.computeWorldMatrix(true);
  65665. return result;
  65666. };
  65667. /**
  65668. * Disposes the InstancedMesh.
  65669. * Returns nothing.
  65670. */
  65671. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65672. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65673. // Remove from mesh
  65674. this._sourceMesh.removeInstance(this);
  65675. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65676. };
  65677. return InstancedMesh;
  65678. }(BABYLON.AbstractMesh));
  65679. BABYLON.InstancedMesh = InstancedMesh;
  65680. })(BABYLON || (BABYLON = {}));
  65681. //# sourceMappingURL=babylon.instancedMesh.js.map
  65682. var BABYLON;
  65683. (function (BABYLON) {
  65684. /**
  65685. * Line mesh
  65686. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65687. */
  65688. var LinesMesh = /** @class */ (function (_super) {
  65689. __extends(LinesMesh, _super);
  65690. /**
  65691. * Creates a new LinesMesh
  65692. * @param name defines the name
  65693. * @param scene defines the hosting scene
  65694. * @param parent defines the parent mesh if any
  65695. * @param source defines the optional source LinesMesh used to clone data from
  65696. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65697. * When false, achieved by calling a clone(), also passing False.
  65698. * This will make creation of children, recursive.
  65699. * @param useVertexColor defines if this LinesMesh supports vertex color
  65700. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65701. */
  65702. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65703. /**
  65704. * If vertex color should be applied to the mesh
  65705. */
  65706. useVertexColor,
  65707. /**
  65708. * If vertex alpha should be applied to the mesh
  65709. */
  65710. useVertexAlpha) {
  65711. if (scene === void 0) { scene = null; }
  65712. if (parent === void 0) { parent = null; }
  65713. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65714. _this.useVertexColor = useVertexColor;
  65715. _this.useVertexAlpha = useVertexAlpha;
  65716. /**
  65717. * Color of the line (Default: White)
  65718. */
  65719. _this.color = new BABYLON.Color3(1, 1, 1);
  65720. /**
  65721. * Alpha of the line (Default: 1)
  65722. */
  65723. _this.alpha = 1;
  65724. if (source) {
  65725. _this.color = source.color.clone();
  65726. _this.alpha = source.alpha;
  65727. _this.useVertexColor = source.useVertexColor;
  65728. _this.useVertexAlpha = source.useVertexAlpha;
  65729. }
  65730. _this.intersectionThreshold = 0.1;
  65731. var defines = [];
  65732. var options = {
  65733. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65734. uniforms: ["world", "viewProjection"],
  65735. needAlphaBlending: true,
  65736. defines: defines
  65737. };
  65738. if (useVertexAlpha === false) {
  65739. options.needAlphaBlending = false;
  65740. }
  65741. if (!useVertexColor) {
  65742. options.uniforms.push("color");
  65743. }
  65744. else {
  65745. options.defines.push("#define VERTEXCOLOR");
  65746. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65747. }
  65748. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65749. return _this;
  65750. }
  65751. /**
  65752. * Returns the string "LineMesh"
  65753. */
  65754. LinesMesh.prototype.getClassName = function () {
  65755. return "LinesMesh";
  65756. };
  65757. Object.defineProperty(LinesMesh.prototype, "material", {
  65758. /**
  65759. * @hidden
  65760. */
  65761. get: function () {
  65762. return this._colorShader;
  65763. },
  65764. /**
  65765. * @hidden
  65766. */
  65767. set: function (value) {
  65768. // Do nothing
  65769. },
  65770. enumerable: true,
  65771. configurable: true
  65772. });
  65773. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65774. /**
  65775. * @hidden
  65776. */
  65777. get: function () {
  65778. return false;
  65779. },
  65780. enumerable: true,
  65781. configurable: true
  65782. });
  65783. /** @hidden */
  65784. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65785. if (!this._geometry) {
  65786. return this;
  65787. }
  65788. // VBOs
  65789. this._geometry._bind(this._colorShader.getEffect());
  65790. // Color
  65791. if (!this.useVertexColor) {
  65792. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65793. }
  65794. return this;
  65795. };
  65796. /** @hidden */
  65797. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65798. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65799. return this;
  65800. }
  65801. var engine = this.getScene().getEngine();
  65802. // Draw order
  65803. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65804. return this;
  65805. };
  65806. /**
  65807. * Disposes of the line mesh
  65808. * @param doNotRecurse If children should be disposed
  65809. */
  65810. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65811. this._colorShader.dispose(false, false, true);
  65812. _super.prototype.dispose.call(this, doNotRecurse);
  65813. };
  65814. /**
  65815. * Returns a new LineMesh object cloned from the current one.
  65816. */
  65817. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65818. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65819. };
  65820. /**
  65821. * Creates a new InstancedLinesMesh object from the mesh model.
  65822. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65823. * @param name defines the name of the new instance
  65824. * @returns a new InstancedLinesMesh
  65825. */
  65826. LinesMesh.prototype.createInstance = function (name) {
  65827. return new InstancedLinesMesh(name, this);
  65828. };
  65829. return LinesMesh;
  65830. }(BABYLON.Mesh));
  65831. BABYLON.LinesMesh = LinesMesh;
  65832. /**
  65833. * Creates an instance based on a source LinesMesh
  65834. */
  65835. var InstancedLinesMesh = /** @class */ (function (_super) {
  65836. __extends(InstancedLinesMesh, _super);
  65837. function InstancedLinesMesh(name, source) {
  65838. var _this = _super.call(this, name, source) || this;
  65839. _this.intersectionThreshold = source.intersectionThreshold;
  65840. return _this;
  65841. }
  65842. /**
  65843. * Returns the string "InstancedLinesMesh".
  65844. */
  65845. InstancedLinesMesh.prototype.getClassName = function () {
  65846. return "InstancedLinesMesh";
  65847. };
  65848. return InstancedLinesMesh;
  65849. }(BABYLON.InstancedMesh));
  65850. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65851. })(BABYLON || (BABYLON = {}));
  65852. //# sourceMappingURL=babylon.linesMesh.js.map
  65853. var BABYLON;
  65854. (function (BABYLON) {
  65855. /**
  65856. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65857. * The underlying implementation relies on an associative array to ensure the best performances.
  65858. * The value can be anything including 'null' but except 'undefined'
  65859. */
  65860. var StringDictionary = /** @class */ (function () {
  65861. function StringDictionary() {
  65862. this._count = 0;
  65863. this._data = {};
  65864. }
  65865. /**
  65866. * This will clear this dictionary and copy the content from the 'source' one.
  65867. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65868. * @param source the dictionary to take the content from and copy to this dictionary
  65869. */
  65870. StringDictionary.prototype.copyFrom = function (source) {
  65871. var _this = this;
  65872. this.clear();
  65873. source.forEach(function (t, v) { return _this.add(t, v); });
  65874. };
  65875. /**
  65876. * Get a value based from its key
  65877. * @param key the given key to get the matching value from
  65878. * @return the value if found, otherwise undefined is returned
  65879. */
  65880. StringDictionary.prototype.get = function (key) {
  65881. var val = this._data[key];
  65882. if (val !== undefined) {
  65883. return val;
  65884. }
  65885. return undefined;
  65886. };
  65887. /**
  65888. * Get a value from its key or add it if it doesn't exist.
  65889. * This method will ensure you that a given key/data will be present in the dictionary.
  65890. * @param key the given key to get the matching value from
  65891. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65892. * The factory will only be invoked if there's no data for the given key.
  65893. * @return the value corresponding to the key.
  65894. */
  65895. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65896. var val = this.get(key);
  65897. if (val !== undefined) {
  65898. return val;
  65899. }
  65900. val = factory(key);
  65901. if (val) {
  65902. this.add(key, val);
  65903. }
  65904. return val;
  65905. };
  65906. /**
  65907. * Get a value from its key if present in the dictionary otherwise add it
  65908. * @param key the key to get the value from
  65909. * @param val if there's no such key/value pair in the dictionary add it with this value
  65910. * @return the value corresponding to the key
  65911. */
  65912. StringDictionary.prototype.getOrAdd = function (key, val) {
  65913. var curVal = this.get(key);
  65914. if (curVal !== undefined) {
  65915. return curVal;
  65916. }
  65917. this.add(key, val);
  65918. return val;
  65919. };
  65920. /**
  65921. * Check if there's a given key in the dictionary
  65922. * @param key the key to check for
  65923. * @return true if the key is present, false otherwise
  65924. */
  65925. StringDictionary.prototype.contains = function (key) {
  65926. return this._data[key] !== undefined;
  65927. };
  65928. /**
  65929. * Add a new key and its corresponding value
  65930. * @param key the key to add
  65931. * @param value the value corresponding to the key
  65932. * @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
  65933. */
  65934. StringDictionary.prototype.add = function (key, value) {
  65935. if (this._data[key] !== undefined) {
  65936. return false;
  65937. }
  65938. this._data[key] = value;
  65939. ++this._count;
  65940. return true;
  65941. };
  65942. /**
  65943. * Update a specific value associated to a key
  65944. * @param key defines the key to use
  65945. * @param value defines the value to store
  65946. * @returns true if the value was updated (or false if the key was not found)
  65947. */
  65948. StringDictionary.prototype.set = function (key, value) {
  65949. if (this._data[key] === undefined) {
  65950. return false;
  65951. }
  65952. this._data[key] = value;
  65953. return true;
  65954. };
  65955. /**
  65956. * Get the element of the given key and remove it from the dictionary
  65957. * @param key defines the key to search
  65958. * @returns the value associated with the key or null if not found
  65959. */
  65960. StringDictionary.prototype.getAndRemove = function (key) {
  65961. var val = this.get(key);
  65962. if (val !== undefined) {
  65963. delete this._data[key];
  65964. --this._count;
  65965. return val;
  65966. }
  65967. return null;
  65968. };
  65969. /**
  65970. * Remove a key/value from the dictionary.
  65971. * @param key the key to remove
  65972. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65973. */
  65974. StringDictionary.prototype.remove = function (key) {
  65975. if (this.contains(key)) {
  65976. delete this._data[key];
  65977. --this._count;
  65978. return true;
  65979. }
  65980. return false;
  65981. };
  65982. /**
  65983. * Clear the whole content of the dictionary
  65984. */
  65985. StringDictionary.prototype.clear = function () {
  65986. this._data = {};
  65987. this._count = 0;
  65988. };
  65989. Object.defineProperty(StringDictionary.prototype, "count", {
  65990. /**
  65991. * Gets the current count
  65992. */
  65993. get: function () {
  65994. return this._count;
  65995. },
  65996. enumerable: true,
  65997. configurable: true
  65998. });
  65999. /**
  66000. * Execute a callback on each key/val of the dictionary.
  66001. * Note that you can remove any element in this dictionary in the callback implementation
  66002. * @param callback the callback to execute on a given key/value pair
  66003. */
  66004. StringDictionary.prototype.forEach = function (callback) {
  66005. for (var cur in this._data) {
  66006. var val = this._data[cur];
  66007. callback(cur, val);
  66008. }
  66009. };
  66010. /**
  66011. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66012. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66013. * Note that you can remove any element in this dictionary in the callback implementation
  66014. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66015. * @returns the first item
  66016. */
  66017. StringDictionary.prototype.first = function (callback) {
  66018. for (var cur in this._data) {
  66019. var val = this._data[cur];
  66020. var res = callback(cur, val);
  66021. if (res) {
  66022. return res;
  66023. }
  66024. }
  66025. return null;
  66026. };
  66027. return StringDictionary;
  66028. }());
  66029. BABYLON.StringDictionary = StringDictionary;
  66030. })(BABYLON || (BABYLON = {}));
  66031. //# sourceMappingURL=babylon.stringDictionary.js.map
  66032. var BABYLON;
  66033. (function (BABYLON) {
  66034. var Debug;
  66035. (function (Debug) {
  66036. /**
  66037. * Class used to render a debug view of a given skeleton
  66038. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66039. */
  66040. var SkeletonViewer = /** @class */ (function () {
  66041. /**
  66042. * Creates a new SkeletonViewer
  66043. * @param skeleton defines the skeleton to render
  66044. * @param mesh defines the mesh attached to the skeleton
  66045. * @param scene defines the hosting scene
  66046. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66047. * @param renderingGroupId defines the rendering group id to use with the viewer
  66048. */
  66049. function SkeletonViewer(
  66050. /** defines the skeleton to render */
  66051. skeleton,
  66052. /** defines the mesh attached to the skeleton */
  66053. mesh, scene,
  66054. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66055. autoUpdateBonesMatrices,
  66056. /** defines the rendering group id to use with the viewer */
  66057. renderingGroupId) {
  66058. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66059. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66060. this.skeleton = skeleton;
  66061. this.mesh = mesh;
  66062. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66063. this.renderingGroupId = renderingGroupId;
  66064. /** Gets or sets the color used to render the skeleton */
  66065. this.color = BABYLON.Color3.White();
  66066. this._debugLines = new Array();
  66067. this._isEnabled = false;
  66068. this._scene = scene;
  66069. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66070. this._utilityLayer.pickUtilitySceneFirst = false;
  66071. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66072. this.update();
  66073. this._renderFunction = this.update.bind(this);
  66074. }
  66075. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66076. /**
  66077. * Returns the mesh used to render the bones
  66078. */
  66079. get: function () {
  66080. return this._debugMesh;
  66081. },
  66082. enumerable: true,
  66083. configurable: true
  66084. });
  66085. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66086. get: function () {
  66087. return this._isEnabled;
  66088. },
  66089. /** Gets or sets a boolean indicating if the viewer is enabled */
  66090. set: function (value) {
  66091. if (this._isEnabled === value) {
  66092. return;
  66093. }
  66094. this._isEnabled = value;
  66095. if (value) {
  66096. this._scene.registerBeforeRender(this._renderFunction);
  66097. }
  66098. else {
  66099. this._scene.unregisterBeforeRender(this._renderFunction);
  66100. }
  66101. },
  66102. enumerable: true,
  66103. configurable: true
  66104. });
  66105. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66106. if (x === void 0) { x = 0; }
  66107. if (y === void 0) { y = 0; }
  66108. if (z === void 0) { z = 0; }
  66109. var tmat = BABYLON.Tmp.Matrix[0];
  66110. var parentBone = bone.getParent();
  66111. tmat.copyFrom(bone.getLocalMatrix());
  66112. if (x !== 0 || y !== 0 || z !== 0) {
  66113. var tmat2 = BABYLON.Tmp.Matrix[1];
  66114. BABYLON.Matrix.IdentityToRef(tmat2);
  66115. tmat2.setTranslationFromFloats(x, y, z);
  66116. tmat2.multiplyToRef(tmat, tmat);
  66117. }
  66118. if (parentBone) {
  66119. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66120. }
  66121. tmat.multiplyToRef(meshMat, tmat);
  66122. position.x = tmat.m[12];
  66123. position.y = tmat.m[13];
  66124. position.z = tmat.m[14];
  66125. };
  66126. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66127. var len = bones.length;
  66128. var meshPos = this.mesh.position;
  66129. for (var i = 0; i < len; i++) {
  66130. var bone = bones[i];
  66131. var points = this._debugLines[i];
  66132. if (!points) {
  66133. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66134. this._debugLines[i] = points;
  66135. }
  66136. this._getBonePosition(points[0], bone, meshMat);
  66137. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66138. points[0].subtractInPlace(meshPos);
  66139. points[1].subtractInPlace(meshPos);
  66140. }
  66141. };
  66142. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66143. var len = bones.length;
  66144. var boneNum = 0;
  66145. var meshPos = this.mesh.position;
  66146. for (var i = len - 1; i >= 0; i--) {
  66147. var childBone = bones[i];
  66148. var parentBone = childBone.getParent();
  66149. if (!parentBone) {
  66150. continue;
  66151. }
  66152. var points = this._debugLines[boneNum];
  66153. if (!points) {
  66154. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66155. this._debugLines[boneNum] = points;
  66156. }
  66157. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66158. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66159. points[0].subtractInPlace(meshPos);
  66160. points[1].subtractInPlace(meshPos);
  66161. boneNum++;
  66162. }
  66163. };
  66164. /** Update the viewer to sync with current skeleton state */
  66165. SkeletonViewer.prototype.update = function () {
  66166. if (!this._utilityLayer) {
  66167. return;
  66168. }
  66169. if (this.autoUpdateBonesMatrices) {
  66170. this.skeleton.computeAbsoluteTransforms();
  66171. }
  66172. if (this.skeleton.bones[0].length === undefined) {
  66173. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66174. }
  66175. else {
  66176. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66177. }
  66178. var targetScene = this._utilityLayer.utilityLayerScene;
  66179. if (!this._debugMesh) {
  66180. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66181. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66182. }
  66183. else {
  66184. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66185. }
  66186. this._debugMesh.position.copyFrom(this.mesh.position);
  66187. this._debugMesh.color = this.color;
  66188. };
  66189. /** Release associated resources */
  66190. SkeletonViewer.prototype.dispose = function () {
  66191. this.isEnabled = false;
  66192. if (this._debugMesh) {
  66193. this.isEnabled = false;
  66194. this._debugMesh.dispose();
  66195. this._debugMesh = null;
  66196. }
  66197. if (this._utilityLayer) {
  66198. this._utilityLayer.dispose();
  66199. this._utilityLayer = null;
  66200. }
  66201. };
  66202. return SkeletonViewer;
  66203. }());
  66204. Debug.SkeletonViewer = SkeletonViewer;
  66205. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66206. })(BABYLON || (BABYLON = {}));
  66207. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66208. /**
  66209. * Module Debug contains the (visual) components to debug a scene correctly
  66210. */
  66211. var BABYLON;
  66212. (function (BABYLON) {
  66213. var Debug;
  66214. (function (Debug) {
  66215. /**
  66216. * The Axes viewer will show 3 axes in a specific point in space
  66217. */
  66218. var AxesViewer = /** @class */ (function () {
  66219. /**
  66220. * Creates a new AxesViewer
  66221. * @param scene defines the hosting scene
  66222. * @param scaleLines defines a number used to scale line length (1 by default)
  66223. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66224. * @param xAxis defines the node hierarchy used to render the x-axis
  66225. * @param yAxis defines the node hierarchy used to render the y-axis
  66226. * @param zAxis defines the node hierarchy used to render the z-axis
  66227. */
  66228. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66229. if (scaleLines === void 0) { scaleLines = 1; }
  66230. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66231. this._tmpVector = new BABYLON.Vector3();
  66232. this._scaleLinesFactor = 4;
  66233. this._instanced = false;
  66234. /**
  66235. * Gets or sets a number used to scale line length
  66236. */
  66237. this.scaleLines = 1;
  66238. this.scaleLines = scaleLines;
  66239. if (!xAxis) {
  66240. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66241. redColoredMaterial.disableLighting = true;
  66242. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66243. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66244. }
  66245. if (!yAxis) {
  66246. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66247. greenColoredMaterial.disableLighting = true;
  66248. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66249. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66250. }
  66251. if (!zAxis) {
  66252. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66253. blueColoredMaterial.disableLighting = true;
  66254. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66255. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66256. }
  66257. this._xAxis = xAxis;
  66258. this._xAxis.rotationQuaternion = new BABYLON.Quaternion();
  66259. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66260. this._yAxis = yAxis;
  66261. this._yAxis.rotationQuaternion = new BABYLON.Quaternion();
  66262. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66263. this._zAxis = zAxis;
  66264. this._zAxis.rotationQuaternion = new BABYLON.Quaternion();
  66265. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66266. if (renderingGroupId != null) {
  66267. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66268. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66269. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66270. }
  66271. this.scene = scene;
  66272. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66273. }
  66274. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66275. /** Gets the node hierarchy used to render x-axis */
  66276. get: function () {
  66277. return this._xAxis;
  66278. },
  66279. enumerable: true,
  66280. configurable: true
  66281. });
  66282. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66283. /** Gets the node hierarchy used to render y-axis */
  66284. get: function () {
  66285. return this._yAxis;
  66286. },
  66287. enumerable: true,
  66288. configurable: true
  66289. });
  66290. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66291. /** Gets the node hierarchy used to render z-axis */
  66292. get: function () {
  66293. return this._zAxis;
  66294. },
  66295. enumerable: true,
  66296. configurable: true
  66297. });
  66298. /**
  66299. * Force the viewer to update
  66300. * @param position defines the position of the viewer
  66301. * @param xaxis defines the x axis of the viewer
  66302. * @param yaxis defines the y axis of the viewer
  66303. * @param zaxis defines the z axis of the viewer
  66304. */
  66305. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66306. this._xAxis.position.copyFrom(position);
  66307. xaxis.scaleToRef(-1, this._tmpVector);
  66308. this._xAxis.setDirection(this._tmpVector);
  66309. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66310. this._yAxis.position.copyFrom(position);
  66311. yaxis.scaleToRef(-1, this._tmpVector);
  66312. this._yAxis.setDirection(this._tmpVector);
  66313. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66314. this._zAxis.position.copyFrom(position);
  66315. zaxis.scaleToRef(-1, this._tmpVector);
  66316. this._zAxis.setDirection(this._tmpVector);
  66317. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66318. };
  66319. /**
  66320. * Creates an instance of this axes viewer.
  66321. * @returns a new axes viewer with instanced meshes
  66322. */
  66323. AxesViewer.prototype.createInstance = function () {
  66324. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66325. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66326. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66327. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66328. axesViewer._instanced = true;
  66329. return axesViewer;
  66330. };
  66331. /** Releases resources */
  66332. AxesViewer.prototype.dispose = function () {
  66333. if (this._xAxis) {
  66334. this._xAxis.dispose(false, !this._instanced);
  66335. delete this._xAxis;
  66336. }
  66337. if (this._yAxis) {
  66338. this._yAxis.dispose(false, !this._instanced);
  66339. delete this._yAxis;
  66340. }
  66341. if (this._zAxis) {
  66342. this._zAxis.dispose(false, !this._instanced);
  66343. delete this._zAxis;
  66344. }
  66345. delete this.scene;
  66346. };
  66347. AxesViewer._SetRenderingGroupId = function (node, id) {
  66348. node.getChildMeshes().forEach(function (mesh) {
  66349. mesh.renderingGroupId = id;
  66350. });
  66351. };
  66352. return AxesViewer;
  66353. }());
  66354. Debug.AxesViewer = AxesViewer;
  66355. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66356. })(BABYLON || (BABYLON = {}));
  66357. //# sourceMappingURL=babylon.axesViewer.js.map
  66358. var BABYLON;
  66359. (function (BABYLON) {
  66360. var Debug;
  66361. (function (Debug) {
  66362. /**
  66363. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66364. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66365. */
  66366. var BoneAxesViewer = /** @class */ (function (_super) {
  66367. __extends(BoneAxesViewer, _super);
  66368. /**
  66369. * Creates a new BoneAxesViewer
  66370. * @param scene defines the hosting scene
  66371. * @param bone defines the target bone
  66372. * @param mesh defines the target mesh
  66373. * @param scaleLines defines a scaling factor for line length (1 by default)
  66374. */
  66375. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66376. if (scaleLines === void 0) { scaleLines = 1; }
  66377. var _this = _super.call(this, scene, scaleLines) || this;
  66378. /** Gets current position */
  66379. _this.pos = BABYLON.Vector3.Zero();
  66380. /** Gets direction of X axis */
  66381. _this.xaxis = BABYLON.Vector3.Zero();
  66382. /** Gets direction of Y axis */
  66383. _this.yaxis = BABYLON.Vector3.Zero();
  66384. /** Gets direction of Z axis */
  66385. _this.zaxis = BABYLON.Vector3.Zero();
  66386. _this.mesh = mesh;
  66387. _this.bone = bone;
  66388. return _this;
  66389. }
  66390. /**
  66391. * Force the viewer to update
  66392. */
  66393. BoneAxesViewer.prototype.update = function () {
  66394. if (!this.mesh || !this.bone) {
  66395. return;
  66396. }
  66397. var bone = this.bone;
  66398. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66399. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66400. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66401. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66402. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66403. };
  66404. /** Releases resources */
  66405. BoneAxesViewer.prototype.dispose = function () {
  66406. if (this.mesh) {
  66407. this.mesh = null;
  66408. this.bone = null;
  66409. _super.prototype.dispose.call(this);
  66410. }
  66411. };
  66412. return BoneAxesViewer;
  66413. }(Debug.AxesViewer));
  66414. Debug.BoneAxesViewer = BoneAxesViewer;
  66415. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66416. })(BABYLON || (BABYLON = {}));
  66417. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66418. var BABYLON;
  66419. (function (BABYLON) {
  66420. /**
  66421. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66422. * in order to better appreciate the issue one might have.
  66423. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66424. */
  66425. var RayHelper = /** @class */ (function () {
  66426. /**
  66427. * Instantiate a new ray helper.
  66428. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66429. * in order to better appreciate the issue one might have.
  66430. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66431. * @param ray Defines the ray we are currently tryin to visualize
  66432. */
  66433. function RayHelper(ray) {
  66434. this.ray = ray;
  66435. }
  66436. /**
  66437. * Helper function to create a colored helper in a scene in one line.
  66438. * @param ray Defines the ray we are currently tryin to visualize
  66439. * @param scene Defines the scene the ray is used in
  66440. * @param color Defines the color we want to see the ray in
  66441. * @returns The newly created ray helper.
  66442. */
  66443. RayHelper.CreateAndShow = function (ray, scene, color) {
  66444. var helper = new RayHelper(ray);
  66445. helper.show(scene, color);
  66446. return helper;
  66447. };
  66448. /**
  66449. * Shows the ray we are willing to debug.
  66450. * @param scene Defines the scene the ray needs to be rendered in
  66451. * @param color Defines the color the ray needs to be rendered in
  66452. */
  66453. RayHelper.prototype.show = function (scene, color) {
  66454. if (!this._renderFunction && this.ray) {
  66455. var ray = this.ray;
  66456. this._renderFunction = this._render.bind(this);
  66457. this._scene = scene;
  66458. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66459. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66460. if (this._renderFunction) {
  66461. this._scene.registerBeforeRender(this._renderFunction);
  66462. }
  66463. }
  66464. if (color && this._renderLine) {
  66465. this._renderLine.color.copyFrom(color);
  66466. }
  66467. };
  66468. /**
  66469. * Hides the ray we are debugging.
  66470. */
  66471. RayHelper.prototype.hide = function () {
  66472. if (this._renderFunction && this._scene) {
  66473. this._scene.unregisterBeforeRender(this._renderFunction);
  66474. this._scene = null;
  66475. this._renderFunction = null;
  66476. if (this._renderLine) {
  66477. this._renderLine.dispose();
  66478. this._renderLine = null;
  66479. }
  66480. this._renderPoints = [];
  66481. }
  66482. };
  66483. RayHelper.prototype._render = function () {
  66484. var ray = this.ray;
  66485. if (!ray) {
  66486. return;
  66487. }
  66488. var point = this._renderPoints[1];
  66489. var len = Math.min(ray.length, 1000000);
  66490. point.copyFrom(ray.direction);
  66491. point.scaleInPlace(len);
  66492. point.addInPlace(ray.origin);
  66493. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66494. };
  66495. /**
  66496. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66497. * @param mesh Defines the mesh we want the helper attached to
  66498. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66499. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66500. * @param length Defines the length of the ray
  66501. */
  66502. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66503. this._attachedToMesh = mesh;
  66504. var ray = this.ray;
  66505. if (!ray) {
  66506. return;
  66507. }
  66508. if (!ray.direction) {
  66509. ray.direction = BABYLON.Vector3.Zero();
  66510. }
  66511. if (!ray.origin) {
  66512. ray.origin = BABYLON.Vector3.Zero();
  66513. }
  66514. if (length) {
  66515. ray.length = length;
  66516. }
  66517. if (!meshSpaceOrigin) {
  66518. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66519. }
  66520. if (!meshSpaceDirection) {
  66521. // -1 so that this will work with Mesh.lookAt
  66522. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66523. }
  66524. if (!this._meshSpaceDirection) {
  66525. this._meshSpaceDirection = meshSpaceDirection.clone();
  66526. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66527. }
  66528. else {
  66529. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66530. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66531. }
  66532. if (!this._updateToMeshFunction) {
  66533. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66534. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66535. }
  66536. this._updateToMesh();
  66537. };
  66538. /**
  66539. * Detach the ray helper from the mesh it has previously been attached to.
  66540. */
  66541. RayHelper.prototype.detachFromMesh = function () {
  66542. if (this._attachedToMesh) {
  66543. if (this._updateToMeshFunction) {
  66544. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66545. }
  66546. this._attachedToMesh = null;
  66547. this._updateToMeshFunction = null;
  66548. }
  66549. };
  66550. RayHelper.prototype._updateToMesh = function () {
  66551. var ray = this.ray;
  66552. if (!this._attachedToMesh || !ray) {
  66553. return;
  66554. }
  66555. if (this._attachedToMesh._isDisposed) {
  66556. this.detachFromMesh();
  66557. return;
  66558. }
  66559. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66560. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66561. };
  66562. /**
  66563. * Dispose the helper and release its associated resources.
  66564. */
  66565. RayHelper.prototype.dispose = function () {
  66566. this.hide();
  66567. this.detachFromMesh();
  66568. this.ray = null;
  66569. };
  66570. return RayHelper;
  66571. }());
  66572. BABYLON.RayHelper = RayHelper;
  66573. })(BABYLON || (BABYLON = {}));
  66574. //# sourceMappingURL=babylon.rayHelper.js.map
  66575. var __assign = (this && this.__assign) || function () {
  66576. __assign = Object.assign || function(t) {
  66577. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66578. s = arguments[i];
  66579. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66580. t[p] = s[p];
  66581. }
  66582. return t;
  66583. };
  66584. return __assign.apply(this, arguments);
  66585. };
  66586. var BABYLON;
  66587. (function (BABYLON) {
  66588. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66589. get: function () {
  66590. if (!this._debugLayer) {
  66591. this._debugLayer = new DebugLayer(this);
  66592. }
  66593. return this._debugLayer;
  66594. },
  66595. enumerable: true,
  66596. configurable: true
  66597. });
  66598. /**
  66599. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66600. * what is happening in your scene
  66601. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66602. */
  66603. var DebugLayer = /** @class */ (function () {
  66604. /**
  66605. * Instantiates a new debug layer.
  66606. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66607. * what is happening in your scene
  66608. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66609. * @param scene Defines the scene to inspect
  66610. */
  66611. function DebugLayer(scene) {
  66612. var _this = this;
  66613. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66614. /**
  66615. * Observable triggered when a property is changed through the inspector.
  66616. */
  66617. this.onPropertyChangedObservable = new BABYLON.Observable();
  66618. this._scene = scene;
  66619. this._scene.onDisposeObservable.add(function () {
  66620. // Debug layer
  66621. if (_this._scene._debugLayer) {
  66622. _this._scene._debugLayer.hide();
  66623. }
  66624. });
  66625. }
  66626. /** Creates the inspector window. */
  66627. DebugLayer.prototype._createInspector = function (config) {
  66628. if (this.isVisible()) {
  66629. return;
  66630. }
  66631. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66632. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66633. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66634. };
  66635. /**
  66636. * Get if the inspector is visible or not.
  66637. * @returns true if visible otherwise, false
  66638. */
  66639. DebugLayer.prototype.isVisible = function () {
  66640. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66641. };
  66642. /**
  66643. * Hide the inspector and close its window.
  66644. */
  66645. DebugLayer.prototype.hide = function () {
  66646. this.BJSINSPECTOR.Inspector.Hide();
  66647. };
  66648. /**
  66649. * Launch the debugLayer.
  66650. * @param config Define the configuration of the inspector
  66651. */
  66652. DebugLayer.prototype.show = function (config) {
  66653. if (typeof this.BJSINSPECTOR == 'undefined') {
  66654. // Load inspector and add it to the DOM
  66655. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66656. }
  66657. else {
  66658. // Otherwise creates the inspector
  66659. this._createInspector(config);
  66660. }
  66661. };
  66662. /**
  66663. * Define the url to get the inspector script from.
  66664. * By default it uses the babylonjs CDN.
  66665. * @ignoreNaming
  66666. */
  66667. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66668. return DebugLayer;
  66669. }());
  66670. BABYLON.DebugLayer = DebugLayer;
  66671. })(BABYLON || (BABYLON = {}));
  66672. //# sourceMappingURL=babylon.debugLayer.js.map
  66673. var BABYLON;
  66674. (function (BABYLON) {
  66675. var Debug;
  66676. (function (Debug) {
  66677. /**
  66678. * Used to show the physics impostor around the specific mesh
  66679. */
  66680. var PhysicsViewer = /** @class */ (function () {
  66681. /**
  66682. * Creates a new PhysicsViewer
  66683. * @param scene defines the hosting scene
  66684. */
  66685. function PhysicsViewer(scene) {
  66686. /** @hidden */
  66687. this._impostors = [];
  66688. /** @hidden */
  66689. this._meshes = [];
  66690. /** @hidden */
  66691. this._numMeshes = 0;
  66692. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66693. var physicEngine = this._scene.getPhysicsEngine();
  66694. if (physicEngine) {
  66695. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66696. }
  66697. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66698. this._utilityLayer.pickUtilitySceneFirst = false;
  66699. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66700. }
  66701. /** @hidden */
  66702. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66703. var plugin = this._physicsEnginePlugin;
  66704. for (var i = 0; i < this._numMeshes; i++) {
  66705. var impostor = this._impostors[i];
  66706. if (!impostor) {
  66707. continue;
  66708. }
  66709. if (impostor.isDisposed) {
  66710. this.hideImpostor(this._impostors[i--]);
  66711. }
  66712. else {
  66713. var mesh = this._meshes[i];
  66714. if (mesh && plugin) {
  66715. plugin.syncMeshWithImpostor(mesh, impostor);
  66716. }
  66717. }
  66718. }
  66719. };
  66720. /**
  66721. * Renders a specified physic impostor
  66722. * @param impostor defines the impostor to render
  66723. * @returns the new debug mesh used to render the impostor
  66724. */
  66725. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66726. if (!this._scene) {
  66727. return null;
  66728. }
  66729. for (var i = 0; i < this._numMeshes; i++) {
  66730. if (this._impostors[i] == impostor) {
  66731. return null;
  66732. }
  66733. }
  66734. var debugMesh = this._getDebugMesh(impostor);
  66735. if (debugMesh) {
  66736. this._impostors[this._numMeshes] = impostor;
  66737. this._meshes[this._numMeshes] = debugMesh;
  66738. if (this._numMeshes === 0) {
  66739. this._renderFunction = this._updateDebugMeshes.bind(this);
  66740. this._scene.registerBeforeRender(this._renderFunction);
  66741. }
  66742. this._numMeshes++;
  66743. }
  66744. return debugMesh;
  66745. };
  66746. /**
  66747. * Hides a specified physic impostor
  66748. * @param impostor defines the impostor to hide
  66749. */
  66750. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66751. if (!impostor || !this._scene || !this._utilityLayer) {
  66752. return;
  66753. }
  66754. var removed = false;
  66755. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66756. for (var i = 0; i < this._numMeshes; i++) {
  66757. if (this._impostors[i] == impostor) {
  66758. var mesh = this._meshes[i];
  66759. if (!mesh) {
  66760. continue;
  66761. }
  66762. utilityLayerScene.removeMesh(mesh);
  66763. mesh.dispose();
  66764. this._numMeshes--;
  66765. if (this._numMeshes > 0) {
  66766. this._meshes[i] = this._meshes[this._numMeshes];
  66767. this._impostors[i] = this._impostors[this._numMeshes];
  66768. this._meshes[this._numMeshes] = null;
  66769. this._impostors[this._numMeshes] = null;
  66770. }
  66771. else {
  66772. this._meshes[0] = null;
  66773. this._impostors[0] = null;
  66774. }
  66775. removed = true;
  66776. break;
  66777. }
  66778. }
  66779. if (removed && this._numMeshes === 0) {
  66780. this._scene.unregisterBeforeRender(this._renderFunction);
  66781. }
  66782. };
  66783. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66784. if (!this._debugMaterial) {
  66785. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66786. this._debugMaterial.wireframe = true;
  66787. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66788. this._debugMaterial.disableLighting = true;
  66789. }
  66790. return this._debugMaterial;
  66791. };
  66792. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66793. if (!this._debugBoxMesh) {
  66794. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66795. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66796. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66797. }
  66798. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66799. };
  66800. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66801. if (!this._debugSphereMesh) {
  66802. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66803. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66804. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66805. }
  66806. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66807. };
  66808. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66809. if (!this._utilityLayer) {
  66810. return null;
  66811. }
  66812. var mesh = null;
  66813. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66814. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66815. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66816. impostor.getBoxSizeToRef(mesh.scaling);
  66817. }
  66818. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66819. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66820. var radius = impostor.getRadius();
  66821. mesh.scaling.x = radius * 2;
  66822. mesh.scaling.y = radius * 2;
  66823. mesh.scaling.z = radius * 2;
  66824. }
  66825. return mesh;
  66826. };
  66827. /** Releases all resources */
  66828. PhysicsViewer.prototype.dispose = function () {
  66829. for (var i = 0; i < this._numMeshes; i++) {
  66830. this.hideImpostor(this._impostors[i]);
  66831. }
  66832. if (this._debugBoxMesh) {
  66833. this._debugBoxMesh.dispose();
  66834. }
  66835. if (this._debugSphereMesh) {
  66836. this._debugSphereMesh.dispose();
  66837. }
  66838. if (this._debugMaterial) {
  66839. this._debugMaterial.dispose();
  66840. }
  66841. this._impostors.length = 0;
  66842. this._scene = null;
  66843. this._physicsEnginePlugin = null;
  66844. if (this._utilityLayer) {
  66845. this._utilityLayer.dispose();
  66846. this._utilityLayer = null;
  66847. }
  66848. };
  66849. return PhysicsViewer;
  66850. }());
  66851. Debug.PhysicsViewer = PhysicsViewer;
  66852. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66853. })(BABYLON || (BABYLON = {}));
  66854. //# sourceMappingURL=babylon.physicsViewer.js.map
  66855. var BABYLON;
  66856. (function (BABYLON) {
  66857. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66858. get: function () {
  66859. return this._forceShowBoundingBoxes || false;
  66860. },
  66861. set: function (value) {
  66862. this._forceShowBoundingBoxes = value;
  66863. // Lazyly creates a BB renderer if needed.
  66864. if (value) {
  66865. this.getBoundingBoxRenderer();
  66866. }
  66867. },
  66868. enumerable: true,
  66869. configurable: true
  66870. });
  66871. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66872. if (!this._boundingBoxRenderer) {
  66873. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66874. }
  66875. return this._boundingBoxRenderer;
  66876. };
  66877. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66878. get: function () {
  66879. return this._showBoundingBox || false;
  66880. },
  66881. set: function (value) {
  66882. this._showBoundingBox = value;
  66883. // Lazyly creates a BB renderer if needed.
  66884. if (value) {
  66885. this.getScene().getBoundingBoxRenderer();
  66886. }
  66887. },
  66888. enumerable: true,
  66889. configurable: true
  66890. });
  66891. /**
  66892. * Component responsible of rendering the bounding box of the meshes in a scene.
  66893. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66894. */
  66895. var BoundingBoxRenderer = /** @class */ (function () {
  66896. /**
  66897. * Instantiates a new bounding box renderer in a scene.
  66898. * @param scene the scene the renderer renders in
  66899. */
  66900. function BoundingBoxRenderer(scene) {
  66901. /**
  66902. * The component name helpfull to identify the component in the list of scene components.
  66903. */
  66904. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66905. /**
  66906. * Color of the bounding box lines placed in front of an object
  66907. */
  66908. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66909. /**
  66910. * Color of the bounding box lines placed behind an object
  66911. */
  66912. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66913. /**
  66914. * Defines if the renderer should show the back lines or not
  66915. */
  66916. this.showBackLines = true;
  66917. /**
  66918. * @hidden
  66919. */
  66920. this.renderList = new BABYLON.SmartArray(32);
  66921. this._vertexBuffers = {};
  66922. this.scene = scene;
  66923. scene._addComponent(this);
  66924. }
  66925. /**
  66926. * Registers the component in a given scene
  66927. */
  66928. BoundingBoxRenderer.prototype.register = function () {
  66929. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66930. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66931. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66932. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66933. };
  66934. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66935. if (mesh.showSubMeshesBoundingBox) {
  66936. var boundingInfo = subMesh.getBoundingInfo();
  66937. if (boundingInfo !== null && boundingInfo !== undefined) {
  66938. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66939. this.renderList.push(boundingInfo.boundingBox);
  66940. }
  66941. }
  66942. };
  66943. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66944. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66945. var boundingInfo = sourceMesh.getBoundingInfo();
  66946. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66947. this.renderList.push(boundingInfo.boundingBox);
  66948. }
  66949. };
  66950. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66951. if (this._colorShader) {
  66952. return;
  66953. }
  66954. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66955. attributes: [BABYLON.VertexBuffer.PositionKind],
  66956. uniforms: ["world", "viewProjection", "color"]
  66957. });
  66958. var engine = this.scene.getEngine();
  66959. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66960. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66961. this._createIndexBuffer();
  66962. };
  66963. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66964. var engine = this.scene.getEngine();
  66965. 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]);
  66966. };
  66967. /**
  66968. * Rebuilds the elements related to this component in case of
  66969. * context lost for instance.
  66970. */
  66971. BoundingBoxRenderer.prototype.rebuild = function () {
  66972. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66973. if (vb) {
  66974. vb._rebuild();
  66975. }
  66976. this._createIndexBuffer();
  66977. };
  66978. /**
  66979. * @hidden
  66980. */
  66981. BoundingBoxRenderer.prototype.reset = function () {
  66982. this.renderList.reset();
  66983. };
  66984. /**
  66985. * Render the bounding boxes of a specific rendering group
  66986. * @param renderingGroupId defines the rendering group to render
  66987. */
  66988. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66989. if (this.renderList.length === 0) {
  66990. return;
  66991. }
  66992. this._prepareRessources();
  66993. if (!this._colorShader.isReady()) {
  66994. return;
  66995. }
  66996. var engine = this.scene.getEngine();
  66997. engine.setDepthWrite(false);
  66998. this._colorShader._preBind();
  66999. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67000. var boundingBox = this.renderList.data[boundingBoxIndex];
  67001. if (boundingBox._tag !== renderingGroupId) {
  67002. continue;
  67003. }
  67004. var min = boundingBox.minimum;
  67005. var max = boundingBox.maximum;
  67006. var diff = max.subtract(min);
  67007. var median = min.add(diff.scale(0.5));
  67008. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67009. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67010. .multiply(boundingBox.getWorldMatrix());
  67011. // VBOs
  67012. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67013. if (this.showBackLines) {
  67014. // Back
  67015. engine.setDepthFunctionToGreaterOrEqual();
  67016. this.scene.resetCachedMaterial();
  67017. this._colorShader.setColor4("color", this.backColor.toColor4());
  67018. this._colorShader.bind(worldMatrix);
  67019. // Draw order
  67020. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67021. }
  67022. // Front
  67023. engine.setDepthFunctionToLess();
  67024. this.scene.resetCachedMaterial();
  67025. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67026. this._colorShader.bind(worldMatrix);
  67027. // Draw order
  67028. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67029. }
  67030. this._colorShader.unbind();
  67031. engine.setDepthFunctionToLessOrEqual();
  67032. engine.setDepthWrite(true);
  67033. };
  67034. /**
  67035. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67036. * @param mesh Define the mesh to render the occlusion bounding box for
  67037. */
  67038. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67039. this._prepareRessources();
  67040. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67041. return;
  67042. }
  67043. var engine = this.scene.getEngine();
  67044. engine.setDepthWrite(false);
  67045. engine.setColorWrite(false);
  67046. this._colorShader._preBind();
  67047. var boundingBox = mesh._boundingInfo.boundingBox;
  67048. var min = boundingBox.minimum;
  67049. var max = boundingBox.maximum;
  67050. var diff = max.subtract(min);
  67051. var median = min.add(diff.scale(0.5));
  67052. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67053. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67054. .multiply(boundingBox.getWorldMatrix());
  67055. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67056. engine.setDepthFunctionToLess();
  67057. this.scene.resetCachedMaterial();
  67058. this._colorShader.bind(worldMatrix);
  67059. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67060. this._colorShader.unbind();
  67061. engine.setDepthFunctionToLessOrEqual();
  67062. engine.setDepthWrite(true);
  67063. engine.setColorWrite(true);
  67064. };
  67065. /**
  67066. * Dispose and release the resources attached to this renderer.
  67067. */
  67068. BoundingBoxRenderer.prototype.dispose = function () {
  67069. if (!this._colorShader) {
  67070. return;
  67071. }
  67072. this.renderList.dispose();
  67073. this._colorShader.dispose();
  67074. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67075. if (buffer) {
  67076. buffer.dispose();
  67077. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67078. }
  67079. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67080. };
  67081. return BoundingBoxRenderer;
  67082. }());
  67083. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67084. })(BABYLON || (BABYLON = {}));
  67085. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67086. var BABYLON;
  67087. (function (BABYLON) {
  67088. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67089. return this._gl.createTransformFeedback();
  67090. };
  67091. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67092. this._gl.deleteTransformFeedback(value);
  67093. };
  67094. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67095. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67096. };
  67097. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67098. if (usePoints === void 0) { usePoints = true; }
  67099. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67100. };
  67101. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67102. this._gl.endTransformFeedback();
  67103. };
  67104. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67105. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67106. };
  67107. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67108. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67109. };
  67110. })(BABYLON || (BABYLON = {}));
  67111. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67112. var BABYLON;
  67113. (function (BABYLON) {
  67114. /**
  67115. * This represents a GPU particle system in Babylon
  67116. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67117. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67118. */
  67119. var GPUParticleSystem = /** @class */ (function (_super) {
  67120. __extends(GPUParticleSystem, _super);
  67121. /**
  67122. * Instantiates a GPU particle system.
  67123. * 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.
  67124. * @param name The name of the particle system
  67125. * @param options The options used to create the system
  67126. * @param scene The scene the particle system belongs to
  67127. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67128. */
  67129. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67130. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67131. var _this = _super.call(this, name) || this;
  67132. /**
  67133. * The layer mask we are rendering the particles through.
  67134. */
  67135. _this.layerMask = 0x0FFFFFFF;
  67136. _this._accumulatedCount = 0;
  67137. _this._targetIndex = 0;
  67138. _this._currentRenderId = -1;
  67139. _this._started = false;
  67140. _this._stopped = false;
  67141. _this._timeDelta = 0;
  67142. _this._actualFrame = 0;
  67143. _this._rawTextureWidth = 256;
  67144. /**
  67145. * An event triggered when the system is disposed.
  67146. */
  67147. _this.onDisposeObservable = new BABYLON.Observable();
  67148. /**
  67149. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67150. * to override the particles.
  67151. */
  67152. _this.forceDepthWrite = false;
  67153. _this._preWarmDone = false;
  67154. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67155. // Setup the default processing configuration to the scene.
  67156. _this._attachImageProcessingConfiguration(null);
  67157. _this._engine = _this._scene.getEngine();
  67158. if (!options.randomTextureSize) {
  67159. delete options.randomTextureSize;
  67160. }
  67161. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67162. var optionsAsNumber = options;
  67163. if (isFinite(optionsAsNumber)) {
  67164. fullOptions.capacity = optionsAsNumber;
  67165. }
  67166. _this._capacity = fullOptions.capacity;
  67167. _this._activeCount = fullOptions.capacity;
  67168. _this._currentActiveCount = 0;
  67169. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67170. _this._scene.particleSystems.push(_this);
  67171. _this._updateEffectOptions = {
  67172. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67173. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67174. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67175. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67176. uniformBuffersNames: [],
  67177. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67178. defines: "",
  67179. fallbacks: null,
  67180. onCompiled: null,
  67181. onError: null,
  67182. indexParameters: null,
  67183. maxSimultaneousLights: 0,
  67184. transformFeedbackVaryings: []
  67185. };
  67186. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67187. // Random data
  67188. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67189. var d = [];
  67190. for (var i = 0; i < maxTextureSize; ++i) {
  67191. d.push(Math.random());
  67192. d.push(Math.random());
  67193. d.push(Math.random());
  67194. d.push(Math.random());
  67195. }
  67196. _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);
  67197. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67198. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67199. d = [];
  67200. for (var i = 0; i < maxTextureSize; ++i) {
  67201. d.push(Math.random());
  67202. d.push(Math.random());
  67203. d.push(Math.random());
  67204. d.push(Math.random());
  67205. }
  67206. _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);
  67207. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67208. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67209. _this._randomTextureSize = maxTextureSize;
  67210. return _this;
  67211. }
  67212. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67213. /**
  67214. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67215. */
  67216. get: function () {
  67217. if (!BABYLON.Engine.LastCreatedEngine) {
  67218. return false;
  67219. }
  67220. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67221. },
  67222. enumerable: true,
  67223. configurable: true
  67224. });
  67225. /**
  67226. * Gets the maximum number of particles active at the same time.
  67227. * @returns The max number of active particles.
  67228. */
  67229. GPUParticleSystem.prototype.getCapacity = function () {
  67230. return this._capacity;
  67231. };
  67232. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67233. /**
  67234. * Gets or set the number of active particles
  67235. */
  67236. get: function () {
  67237. return this._activeCount;
  67238. },
  67239. set: function (value) {
  67240. this._activeCount = Math.min(value, this._capacity);
  67241. },
  67242. enumerable: true,
  67243. configurable: true
  67244. });
  67245. /**
  67246. * Is this system ready to be used/rendered
  67247. * @return true if the system is ready
  67248. */
  67249. GPUParticleSystem.prototype.isReady = function () {
  67250. if (!this._updateEffect) {
  67251. this._recreateUpdateEffect();
  67252. this._recreateRenderEffect();
  67253. return false;
  67254. }
  67255. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67256. return false;
  67257. }
  67258. return true;
  67259. };
  67260. /**
  67261. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67262. * @returns True if it has been started, otherwise false.
  67263. */
  67264. GPUParticleSystem.prototype.isStarted = function () {
  67265. return this._started;
  67266. };
  67267. /**
  67268. * Starts the particle system and begins to emit
  67269. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67270. */
  67271. GPUParticleSystem.prototype.start = function (delay) {
  67272. var _this = this;
  67273. if (delay === void 0) { delay = this.startDelay; }
  67274. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67275. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67276. }
  67277. if (delay) {
  67278. setTimeout(function () {
  67279. _this.start(0);
  67280. }, delay);
  67281. return;
  67282. }
  67283. this._started = true;
  67284. this._stopped = false;
  67285. this._preWarmDone = false;
  67286. // Animations
  67287. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67288. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67289. }
  67290. };
  67291. /**
  67292. * Stops the particle system.
  67293. */
  67294. GPUParticleSystem.prototype.stop = function () {
  67295. this._stopped = true;
  67296. };
  67297. /**
  67298. * Remove all active particles
  67299. */
  67300. GPUParticleSystem.prototype.reset = function () {
  67301. this._releaseBuffers();
  67302. this._releaseVAOs();
  67303. this._currentActiveCount = 0;
  67304. this._targetIndex = 0;
  67305. };
  67306. /**
  67307. * Returns the string "GPUParticleSystem"
  67308. * @returns a string containing the class name
  67309. */
  67310. GPUParticleSystem.prototype.getClassName = function () {
  67311. return "GPUParticleSystem";
  67312. };
  67313. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67314. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67315. this._releaseBuffers();
  67316. return this;
  67317. };
  67318. /**
  67319. * Adds a new color gradient
  67320. * @param gradient defines the gradient to use (between 0 and 1)
  67321. * @param color1 defines the color to affect to the specified gradient
  67322. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67323. * @returns the current particle system
  67324. */
  67325. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67326. if (!this._colorGradients) {
  67327. this._colorGradients = [];
  67328. }
  67329. var colorGradient = new BABYLON.ColorGradient();
  67330. colorGradient.gradient = gradient;
  67331. colorGradient.color1 = color1;
  67332. this._colorGradients.push(colorGradient);
  67333. this._colorGradients.sort(function (a, b) {
  67334. if (a.gradient < b.gradient) {
  67335. return -1;
  67336. }
  67337. else if (a.gradient > b.gradient) {
  67338. return 1;
  67339. }
  67340. return 0;
  67341. });
  67342. if (this._colorGradientsTexture) {
  67343. this._colorGradientsTexture.dispose();
  67344. this._colorGradientsTexture = null;
  67345. }
  67346. this._releaseBuffers();
  67347. return this;
  67348. };
  67349. /**
  67350. * Remove a specific color gradient
  67351. * @param gradient defines the gradient to remove
  67352. * @returns the current particle system
  67353. */
  67354. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67355. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67356. this._colorGradientsTexture = null;
  67357. return this;
  67358. };
  67359. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67360. var valueGradient = new BABYLON.FactorGradient();
  67361. valueGradient.gradient = gradient;
  67362. valueGradient.factor1 = factor;
  67363. factorGradients.push(valueGradient);
  67364. factorGradients.sort(function (a, b) {
  67365. if (a.gradient < b.gradient) {
  67366. return -1;
  67367. }
  67368. else if (a.gradient > b.gradient) {
  67369. return 1;
  67370. }
  67371. return 0;
  67372. });
  67373. this._releaseBuffers();
  67374. };
  67375. /**
  67376. * Adds a new size gradient
  67377. * @param gradient defines the gradient to use (between 0 and 1)
  67378. * @param factor defines the size factor to affect to the specified gradient
  67379. * @returns the current particle system
  67380. */
  67381. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67382. if (!this._sizeGradients) {
  67383. this._sizeGradients = [];
  67384. }
  67385. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67386. if (this._sizeGradientsTexture) {
  67387. this._sizeGradientsTexture.dispose();
  67388. this._sizeGradientsTexture = null;
  67389. }
  67390. this._releaseBuffers();
  67391. return this;
  67392. };
  67393. /**
  67394. * Remove a specific size gradient
  67395. * @param gradient defines the gradient to remove
  67396. * @returns the current particle system
  67397. */
  67398. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67399. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67400. this._sizeGradientsTexture = null;
  67401. return this;
  67402. };
  67403. /**
  67404. * Adds a new angular speed gradient
  67405. * @param gradient defines the gradient to use (between 0 and 1)
  67406. * @param factor defines the angular speed to affect to the specified gradient
  67407. * @returns the current particle system
  67408. */
  67409. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67410. if (!this._angularSpeedGradients) {
  67411. this._angularSpeedGradients = [];
  67412. }
  67413. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67414. if (this._angularSpeedGradientsTexture) {
  67415. this._angularSpeedGradientsTexture.dispose();
  67416. this._angularSpeedGradientsTexture = null;
  67417. }
  67418. this._releaseBuffers();
  67419. return this;
  67420. };
  67421. /**
  67422. * Remove a specific angular speed gradient
  67423. * @param gradient defines the gradient to remove
  67424. * @returns the current particle system
  67425. */
  67426. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67427. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67428. this._angularSpeedGradientsTexture = null;
  67429. return this;
  67430. };
  67431. /**
  67432. * Adds a new velocity gradient
  67433. * @param gradient defines the gradient to use (between 0 and 1)
  67434. * @param factor defines the velocity to affect to the specified gradient
  67435. * @returns the current particle system
  67436. */
  67437. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67438. if (!this._velocityGradients) {
  67439. this._velocityGradients = [];
  67440. }
  67441. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67442. if (this._velocityGradientsTexture) {
  67443. this._velocityGradientsTexture.dispose();
  67444. this._velocityGradientsTexture = null;
  67445. }
  67446. this._releaseBuffers();
  67447. return this;
  67448. };
  67449. /**
  67450. * Remove a specific velocity gradient
  67451. * @param gradient defines the gradient to remove
  67452. * @returns the current particle system
  67453. */
  67454. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67455. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67456. this._velocityGradientsTexture = null;
  67457. return this;
  67458. };
  67459. /**
  67460. * Adds a new limit velocity gradient
  67461. * @param gradient defines the gradient to use (between 0 and 1)
  67462. * @param factor defines the limit velocity value to affect to the specified gradient
  67463. * @returns the current particle system
  67464. */
  67465. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67466. if (!this._limitVelocityGradients) {
  67467. this._limitVelocityGradients = [];
  67468. }
  67469. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67470. if (this._limitVelocityGradientsTexture) {
  67471. this._limitVelocityGradientsTexture.dispose();
  67472. this._limitVelocityGradientsTexture = null;
  67473. }
  67474. this._releaseBuffers();
  67475. return this;
  67476. };
  67477. /**
  67478. * Remove a specific limit velocity gradient
  67479. * @param gradient defines the gradient to remove
  67480. * @returns the current particle system
  67481. */
  67482. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67483. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67484. this._limitVelocityGradientsTexture = null;
  67485. return this;
  67486. };
  67487. /**
  67488. * Adds a new drag gradient
  67489. * @param gradient defines the gradient to use (between 0 and 1)
  67490. * @param factor defines the drag value to affect to the specified gradient
  67491. * @returns the current particle system
  67492. */
  67493. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67494. if (!this._dragGradients) {
  67495. this._dragGradients = [];
  67496. }
  67497. this._addFactorGradient(this._dragGradients, gradient, factor);
  67498. if (this._dragGradientsTexture) {
  67499. this._dragGradientsTexture.dispose();
  67500. this._dragGradientsTexture = null;
  67501. }
  67502. this._releaseBuffers();
  67503. return this;
  67504. };
  67505. /**
  67506. * Remove a specific drag gradient
  67507. * @param gradient defines the gradient to remove
  67508. * @returns the current particle system
  67509. */
  67510. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67511. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67512. this._dragGradientsTexture = null;
  67513. return this;
  67514. };
  67515. /**
  67516. * Not supported by GPUParticleSystem
  67517. * @param gradient defines the gradient to use (between 0 and 1)
  67518. * @param factor defines the emit rate value to affect to the specified gradient
  67519. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67520. * @returns the current particle system
  67521. */
  67522. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67523. // Do nothing as emit rate is not supported by GPUParticleSystem
  67524. return this;
  67525. };
  67526. /**
  67527. * Not supported by GPUParticleSystem
  67528. * @param gradient defines the gradient to remove
  67529. * @returns the current particle system
  67530. */
  67531. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67532. // Do nothing as emit rate is not supported by GPUParticleSystem
  67533. return this;
  67534. };
  67535. /**
  67536. * Not supported by GPUParticleSystem
  67537. * @param gradient defines the gradient to use (between 0 and 1)
  67538. * @param factor defines the start size value to affect to the specified gradient
  67539. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67540. * @returns the current particle system
  67541. */
  67542. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67543. // Do nothing as start size is not supported by GPUParticleSystem
  67544. return this;
  67545. };
  67546. /**
  67547. * Not supported by GPUParticleSystem
  67548. * @param gradient defines the gradient to remove
  67549. * @returns the current particle system
  67550. */
  67551. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67552. // Do nothing as start size is not supported by GPUParticleSystem
  67553. return this;
  67554. };
  67555. /**
  67556. * Not supported by GPUParticleSystem
  67557. * @param gradient defines the gradient to use (between 0 and 1)
  67558. * @param min defines the color remap minimal range
  67559. * @param max defines the color remap maximal range
  67560. * @returns the current particle system
  67561. */
  67562. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67563. // Do nothing as start size is not supported by GPUParticleSystem
  67564. return this;
  67565. };
  67566. /**
  67567. * Not supported by GPUParticleSystem
  67568. * @param gradient defines the gradient to remove
  67569. * @returns the current particle system
  67570. */
  67571. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67572. // Do nothing as start size is not supported by GPUParticleSystem
  67573. return this;
  67574. };
  67575. /**
  67576. * Not supported by GPUParticleSystem
  67577. * @param gradient defines the gradient to use (between 0 and 1)
  67578. * @param min defines the alpha remap minimal range
  67579. * @param max defines the alpha remap maximal range
  67580. * @returns the current particle system
  67581. */
  67582. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67583. // Do nothing as start size is not supported by GPUParticleSystem
  67584. return this;
  67585. };
  67586. /**
  67587. * Not supported by GPUParticleSystem
  67588. * @param gradient defines the gradient to remove
  67589. * @returns the current particle system
  67590. */
  67591. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67592. // Do nothing as start size is not supported by GPUParticleSystem
  67593. return this;
  67594. };
  67595. /**
  67596. * Not supported by GPUParticleSystem
  67597. * @param gradient defines the gradient to use (between 0 and 1)
  67598. * @param color defines the color to affect to the specified gradient
  67599. * @returns the current particle system
  67600. */
  67601. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67602. //Not supported by GPUParticleSystem
  67603. return this;
  67604. };
  67605. /**
  67606. * Not supported by GPUParticleSystem
  67607. * @param gradient defines the gradient to remove
  67608. * @returns the current particle system
  67609. */
  67610. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67611. //Not supported by GPUParticleSystem
  67612. return this;
  67613. };
  67614. /**
  67615. * Not supported by GPUParticleSystem
  67616. * @returns the list of ramp gradients
  67617. */
  67618. GPUParticleSystem.prototype.getRampGradients = function () {
  67619. return null;
  67620. };
  67621. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67622. /**
  67623. * Not supported by GPUParticleSystem
  67624. * Gets or sets a boolean indicating that ramp gradients must be used
  67625. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67626. */
  67627. get: function () {
  67628. //Not supported by GPUParticleSystem
  67629. return false;
  67630. },
  67631. set: function (value) {
  67632. //Not supported by GPUParticleSystem
  67633. },
  67634. enumerable: true,
  67635. configurable: true
  67636. });
  67637. /**
  67638. * Not supported by GPUParticleSystem
  67639. * @param gradient defines the gradient to use (between 0 and 1)
  67640. * @param factor defines the life time factor to affect to the specified gradient
  67641. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67642. * @returns the current particle system
  67643. */
  67644. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67645. //Not supported by GPUParticleSystem
  67646. return this;
  67647. };
  67648. /**
  67649. * Not supported by GPUParticleSystem
  67650. * @param gradient defines the gradient to remove
  67651. * @returns the current particle system
  67652. */
  67653. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67654. //Not supported by GPUParticleSystem
  67655. return this;
  67656. };
  67657. GPUParticleSystem.prototype._reset = function () {
  67658. this._releaseBuffers();
  67659. };
  67660. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67661. var updateVertexBuffers = {};
  67662. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67663. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67664. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67665. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67666. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67667. var offset = 12;
  67668. if (!this._colorGradientsTexture) {
  67669. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67670. offset += 4;
  67671. }
  67672. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67673. offset += 3;
  67674. if (!this._isBillboardBased) {
  67675. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67676. offset += 3;
  67677. }
  67678. if (this._angularSpeedGradientsTexture) {
  67679. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67680. offset += 1;
  67681. }
  67682. else {
  67683. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67684. offset += 2;
  67685. }
  67686. if (this._isAnimationSheetEnabled) {
  67687. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67688. offset += 1;
  67689. if (this.spriteRandomStartCell) {
  67690. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67691. offset += 1;
  67692. }
  67693. }
  67694. if (this.noiseTexture) {
  67695. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67696. offset += 3;
  67697. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67698. offset += 3;
  67699. }
  67700. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67701. this._engine.bindArrayBuffer(null);
  67702. return vao;
  67703. };
  67704. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67705. var renderVertexBuffers = {};
  67706. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67707. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67708. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67709. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67710. var offset = 12;
  67711. if (!this._colorGradientsTexture) {
  67712. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67713. offset += 4;
  67714. }
  67715. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67716. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67717. }
  67718. offset += 3; // Direction
  67719. if (!this._isBillboardBased) {
  67720. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67721. offset += 3;
  67722. }
  67723. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67724. if (this._angularSpeedGradientsTexture) {
  67725. offset++;
  67726. }
  67727. else {
  67728. offset += 2;
  67729. }
  67730. if (this._isAnimationSheetEnabled) {
  67731. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67732. offset += 1;
  67733. if (this.spriteRandomStartCell) {
  67734. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67735. offset += 1;
  67736. }
  67737. }
  67738. if (this.noiseTexture) {
  67739. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67740. offset += 3;
  67741. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67742. offset += 3;
  67743. }
  67744. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67745. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67746. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67747. this._engine.bindArrayBuffer(null);
  67748. return vao;
  67749. };
  67750. GPUParticleSystem.prototype._initialize = function (force) {
  67751. if (force === void 0) { force = false; }
  67752. if (this._buffer0 && !force) {
  67753. return;
  67754. }
  67755. var engine = this._scene.getEngine();
  67756. var data = new Array();
  67757. this._attributesStrideSize = 21;
  67758. this._targetIndex = 0;
  67759. if (!this.isBillboardBased) {
  67760. this._attributesStrideSize += 3;
  67761. }
  67762. if (this._colorGradientsTexture) {
  67763. this._attributesStrideSize -= 4;
  67764. }
  67765. if (this._angularSpeedGradientsTexture) {
  67766. this._attributesStrideSize -= 1;
  67767. }
  67768. if (this._isAnimationSheetEnabled) {
  67769. this._attributesStrideSize += 1;
  67770. if (this.spriteRandomStartCell) {
  67771. this._attributesStrideSize += 1;
  67772. }
  67773. }
  67774. if (this.noiseTexture) {
  67775. this._attributesStrideSize += 6;
  67776. }
  67777. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67778. // position
  67779. data.push(0.0);
  67780. data.push(0.0);
  67781. data.push(0.0);
  67782. // Age and life
  67783. data.push(0.0); // create the particle as a dead one to create a new one at start
  67784. data.push(0.0);
  67785. // Seed
  67786. data.push(Math.random());
  67787. data.push(Math.random());
  67788. data.push(Math.random());
  67789. data.push(Math.random());
  67790. // Size
  67791. data.push(0.0);
  67792. data.push(0.0);
  67793. data.push(0.0);
  67794. if (!this._colorGradientsTexture) {
  67795. // color
  67796. data.push(0.0);
  67797. data.push(0.0);
  67798. data.push(0.0);
  67799. data.push(0.0);
  67800. }
  67801. // direction
  67802. data.push(0.0);
  67803. data.push(0.0);
  67804. data.push(0.0);
  67805. if (!this.isBillboardBased) {
  67806. // initialDirection
  67807. data.push(0.0);
  67808. data.push(0.0);
  67809. data.push(0.0);
  67810. }
  67811. // angle
  67812. data.push(0.0);
  67813. if (!this._angularSpeedGradientsTexture) {
  67814. data.push(0.0);
  67815. }
  67816. if (this._isAnimationSheetEnabled) {
  67817. data.push(0.0);
  67818. if (this.spriteRandomStartCell) {
  67819. data.push(0.0);
  67820. }
  67821. }
  67822. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67823. data.push(Math.random());
  67824. data.push(Math.random());
  67825. data.push(Math.random());
  67826. data.push(Math.random());
  67827. data.push(Math.random());
  67828. data.push(Math.random());
  67829. }
  67830. }
  67831. // Sprite data
  67832. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67833. -0.5, 0.5, 0, 1,
  67834. -0.5, -0.5, 0, 0,
  67835. 0.5, -0.5, 1, 0]);
  67836. // Buffers
  67837. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67838. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67839. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67840. // Update VAO
  67841. this._updateVAO = [];
  67842. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67843. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67844. // Render VAO
  67845. this._renderVAO = [];
  67846. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67847. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67848. // Links
  67849. this._sourceBuffer = this._buffer0;
  67850. this._targetBuffer = this._buffer1;
  67851. };
  67852. /** @hidden */
  67853. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67854. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67855. if (this._isBillboardBased) {
  67856. defines += "\n#define BILLBOARD";
  67857. }
  67858. if (this._colorGradientsTexture) {
  67859. defines += "\n#define COLORGRADIENTS";
  67860. }
  67861. if (this._sizeGradientsTexture) {
  67862. defines += "\n#define SIZEGRADIENTS";
  67863. }
  67864. if (this._angularSpeedGradientsTexture) {
  67865. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67866. }
  67867. if (this._velocityGradientsTexture) {
  67868. defines += "\n#define VELOCITYGRADIENTS";
  67869. }
  67870. if (this._limitVelocityGradientsTexture) {
  67871. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67872. }
  67873. if (this._dragGradientsTexture) {
  67874. defines += "\n#define DRAGGRADIENTS";
  67875. }
  67876. if (this.isAnimationSheetEnabled) {
  67877. defines += "\n#define ANIMATESHEET";
  67878. if (this.spriteRandomStartCell) {
  67879. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67880. }
  67881. }
  67882. if (this.noiseTexture) {
  67883. defines += "\n#define NOISE";
  67884. }
  67885. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67886. return;
  67887. }
  67888. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67889. if (!this._colorGradientsTexture) {
  67890. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67891. }
  67892. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67893. if (!this._isBillboardBased) {
  67894. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67895. }
  67896. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67897. if (this.isAnimationSheetEnabled) {
  67898. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67899. if (this.spriteRandomStartCell) {
  67900. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67901. }
  67902. }
  67903. if (this.noiseTexture) {
  67904. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67905. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67906. }
  67907. this._updateEffectOptions.defines = defines;
  67908. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67909. };
  67910. /** @hidden */
  67911. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67912. var defines = "";
  67913. if (this._scene.clipPlane) {
  67914. defines = "\n#define CLIPPLANE";
  67915. }
  67916. if (this._scene.clipPlane2) {
  67917. defines = "\n#define CLIPPLANE2";
  67918. }
  67919. if (this._scene.clipPlane3) {
  67920. defines = "\n#define CLIPPLANE3";
  67921. }
  67922. if (this._scene.clipPlane4) {
  67923. defines = "\n#define CLIPPLANE4";
  67924. }
  67925. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67926. defines = "\n#define BLENDMULTIPLYMODE";
  67927. }
  67928. if (this._isBillboardBased) {
  67929. defines += "\n#define BILLBOARD";
  67930. switch (this.billboardMode) {
  67931. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67932. defines += "\n#define BILLBOARDY";
  67933. break;
  67934. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67935. defines += "\n#define BILLBOARDSTRETCHED";
  67936. break;
  67937. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67938. default:
  67939. break;
  67940. }
  67941. }
  67942. if (this._colorGradientsTexture) {
  67943. defines += "\n#define COLORGRADIENTS";
  67944. }
  67945. if (this.isAnimationSheetEnabled) {
  67946. defines += "\n#define ANIMATESHEET";
  67947. }
  67948. if (this._imageProcessingConfiguration) {
  67949. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67950. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67951. }
  67952. if (this._renderEffect && this._renderEffect.defines === defines) {
  67953. return;
  67954. }
  67955. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67956. var samplers = ["textureSampler", "colorGradientSampler"];
  67957. if (BABYLON.ImageProcessingConfiguration) {
  67958. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67959. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67960. }
  67961. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67962. };
  67963. /**
  67964. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67965. * @param preWarm defines if we are in the pre-warmimg phase
  67966. */
  67967. GPUParticleSystem.prototype.animate = function (preWarm) {
  67968. if (preWarm === void 0) { preWarm = false; }
  67969. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67970. this._actualFrame += this._timeDelta;
  67971. if (!this._stopped) {
  67972. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67973. this.stop();
  67974. }
  67975. }
  67976. };
  67977. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67978. var texture = this[textureName];
  67979. if (!factorGradients || !factorGradients.length || texture) {
  67980. return;
  67981. }
  67982. var data = new Float32Array(this._rawTextureWidth);
  67983. for (var x = 0; x < this._rawTextureWidth; x++) {
  67984. var ratio = x / this._rawTextureWidth;
  67985. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67986. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67987. });
  67988. }
  67989. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67990. };
  67991. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67992. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67993. };
  67994. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67995. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67996. };
  67997. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67998. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67999. };
  68000. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68001. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68002. };
  68003. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68004. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68005. };
  68006. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68007. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68008. return;
  68009. }
  68010. var data = new Uint8Array(this._rawTextureWidth * 4);
  68011. var tmpColor = BABYLON.Tmp.Color4[0];
  68012. for (var x = 0; x < this._rawTextureWidth; x++) {
  68013. var ratio = x / this._rawTextureWidth;
  68014. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68015. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68016. data[x * 4] = tmpColor.r * 255;
  68017. data[x * 4 + 1] = tmpColor.g * 255;
  68018. data[x * 4 + 2] = tmpColor.b * 255;
  68019. data[x * 4 + 3] = tmpColor.a * 255;
  68020. });
  68021. }
  68022. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68023. };
  68024. /**
  68025. * Renders the particle system in its current state
  68026. * @param preWarm defines if the system should only update the particles but not render them
  68027. * @returns the current number of particles
  68028. */
  68029. GPUParticleSystem.prototype.render = function (preWarm) {
  68030. if (preWarm === void 0) { preWarm = false; }
  68031. if (!this._started) {
  68032. return 0;
  68033. }
  68034. this._createColorGradientTexture();
  68035. this._createSizeGradientTexture();
  68036. this._createAngularSpeedGradientTexture();
  68037. this._createVelocityGradientTexture();
  68038. this._createLimitVelocityGradientTexture();
  68039. this._createDragGradientTexture();
  68040. this._recreateUpdateEffect();
  68041. this._recreateRenderEffect();
  68042. if (!this.isReady()) {
  68043. return 0;
  68044. }
  68045. if (!preWarm) {
  68046. if (!this._preWarmDone && this.preWarmCycles) {
  68047. for (var index = 0; index < this.preWarmCycles; index++) {
  68048. this.animate(true);
  68049. this.render(true);
  68050. }
  68051. this._preWarmDone = true;
  68052. }
  68053. if (this._currentRenderId === this._scene.getFrameId()) {
  68054. return 0;
  68055. }
  68056. this._currentRenderId = this._scene.getFrameId();
  68057. }
  68058. // Get everything ready to render
  68059. this._initialize();
  68060. this._accumulatedCount += this.emitRate * this._timeDelta;
  68061. if (this._accumulatedCount > 1) {
  68062. var intPart = this._accumulatedCount | 0;
  68063. this._accumulatedCount -= intPart;
  68064. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68065. }
  68066. if (!this._currentActiveCount) {
  68067. return 0;
  68068. }
  68069. // Enable update effect
  68070. this._engine.enableEffect(this._updateEffect);
  68071. this._engine.setState(false);
  68072. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68073. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68074. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68075. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68076. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68077. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68078. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68079. if (!this._colorGradientsTexture) {
  68080. this._updateEffect.setDirectColor4("color1", this.color1);
  68081. this._updateEffect.setDirectColor4("color2", this.color2);
  68082. }
  68083. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68084. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68085. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68086. this._updateEffect.setVector3("gravity", this.gravity);
  68087. if (this._sizeGradientsTexture) {
  68088. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68089. }
  68090. if (this._angularSpeedGradientsTexture) {
  68091. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68092. }
  68093. if (this._velocityGradientsTexture) {
  68094. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68095. }
  68096. if (this._limitVelocityGradientsTexture) {
  68097. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68098. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68099. }
  68100. if (this._dragGradientsTexture) {
  68101. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68102. }
  68103. if (this.particleEmitterType) {
  68104. this.particleEmitterType.applyToShader(this._updateEffect);
  68105. }
  68106. if (this._isAnimationSheetEnabled) {
  68107. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68108. }
  68109. if (this.noiseTexture) {
  68110. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68111. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68112. }
  68113. var emitterWM;
  68114. if (this.emitter.position) {
  68115. var emitterMesh = this.emitter;
  68116. emitterWM = emitterMesh.getWorldMatrix();
  68117. }
  68118. else {
  68119. var emitterPosition = this.emitter;
  68120. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68121. }
  68122. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68123. // Bind source VAO
  68124. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68125. // Update
  68126. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68127. this._engine.setRasterizerState(false);
  68128. this._engine.beginTransformFeedback(true);
  68129. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68130. this._engine.endTransformFeedback();
  68131. this._engine.setRasterizerState(true);
  68132. this._engine.bindTransformFeedbackBuffer(null);
  68133. if (!preWarm) {
  68134. // Enable render effect
  68135. this._engine.enableEffect(this._renderEffect);
  68136. var viewMatrix = this._scene.getViewMatrix();
  68137. this._renderEffect.setMatrix("view", viewMatrix);
  68138. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68139. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68140. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68141. if (this._colorGradientsTexture) {
  68142. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68143. }
  68144. else {
  68145. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68146. }
  68147. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68148. var baseSize = this.particleTexture.getBaseSize();
  68149. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68150. }
  68151. if (this._isBillboardBased) {
  68152. var camera = this._scene.activeCamera;
  68153. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68154. }
  68155. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68156. var invView = viewMatrix.clone();
  68157. invView.invert();
  68158. this._renderEffect.setMatrix("invView", invView);
  68159. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68160. }
  68161. // image processing
  68162. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68163. this._imageProcessingConfiguration.bind(this._renderEffect);
  68164. }
  68165. // Draw order
  68166. switch (this.blendMode) {
  68167. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68168. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68169. break;
  68170. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68171. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68172. break;
  68173. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68174. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68175. break;
  68176. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68177. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68178. break;
  68179. }
  68180. if (this.forceDepthWrite) {
  68181. this._engine.setDepthWrite(true);
  68182. }
  68183. // Bind source VAO
  68184. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68185. // Render
  68186. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68187. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68188. }
  68189. // Switch VAOs
  68190. this._targetIndex++;
  68191. if (this._targetIndex === 2) {
  68192. this._targetIndex = 0;
  68193. }
  68194. // Switch buffers
  68195. var tmpBuffer = this._sourceBuffer;
  68196. this._sourceBuffer = this._targetBuffer;
  68197. this._targetBuffer = tmpBuffer;
  68198. return this._currentActiveCount;
  68199. };
  68200. /**
  68201. * Rebuilds the particle system
  68202. */
  68203. GPUParticleSystem.prototype.rebuild = function () {
  68204. this._initialize(true);
  68205. };
  68206. GPUParticleSystem.prototype._releaseBuffers = function () {
  68207. if (this._buffer0) {
  68208. this._buffer0.dispose();
  68209. this._buffer0 = null;
  68210. }
  68211. if (this._buffer1) {
  68212. this._buffer1.dispose();
  68213. this._buffer1 = null;
  68214. }
  68215. if (this._spriteBuffer) {
  68216. this._spriteBuffer.dispose();
  68217. this._spriteBuffer = null;
  68218. }
  68219. };
  68220. GPUParticleSystem.prototype._releaseVAOs = function () {
  68221. if (!this._updateVAO) {
  68222. return;
  68223. }
  68224. for (var index = 0; index < this._updateVAO.length; index++) {
  68225. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68226. }
  68227. this._updateVAO = [];
  68228. for (var index = 0; index < this._renderVAO.length; index++) {
  68229. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68230. }
  68231. this._renderVAO = [];
  68232. };
  68233. /**
  68234. * Disposes the particle system and free the associated resources
  68235. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68236. */
  68237. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68238. if (disposeTexture === void 0) { disposeTexture = true; }
  68239. var index = this._scene.particleSystems.indexOf(this);
  68240. if (index > -1) {
  68241. this._scene.particleSystems.splice(index, 1);
  68242. }
  68243. this._releaseBuffers();
  68244. this._releaseVAOs();
  68245. if (this._colorGradientsTexture) {
  68246. this._colorGradientsTexture.dispose();
  68247. this._colorGradientsTexture = null;
  68248. }
  68249. if (this._sizeGradientsTexture) {
  68250. this._sizeGradientsTexture.dispose();
  68251. this._sizeGradientsTexture = null;
  68252. }
  68253. if (this._angularSpeedGradientsTexture) {
  68254. this._angularSpeedGradientsTexture.dispose();
  68255. this._angularSpeedGradientsTexture = null;
  68256. }
  68257. if (this._velocityGradientsTexture) {
  68258. this._velocityGradientsTexture.dispose();
  68259. this._velocityGradientsTexture = null;
  68260. }
  68261. if (this._limitVelocityGradientsTexture) {
  68262. this._limitVelocityGradientsTexture.dispose();
  68263. this._limitVelocityGradientsTexture = null;
  68264. }
  68265. if (this._dragGradientsTexture) {
  68266. this._dragGradientsTexture.dispose();
  68267. this._dragGradientsTexture = null;
  68268. }
  68269. if (this._randomTexture) {
  68270. this._randomTexture.dispose();
  68271. this._randomTexture = null;
  68272. }
  68273. if (this._randomTexture2) {
  68274. this._randomTexture2.dispose();
  68275. this._randomTexture2 = null;
  68276. }
  68277. if (disposeTexture && this.particleTexture) {
  68278. this.particleTexture.dispose();
  68279. this.particleTexture = null;
  68280. }
  68281. if (disposeTexture && this.noiseTexture) {
  68282. this.noiseTexture.dispose();
  68283. this.noiseTexture = null;
  68284. }
  68285. // Callback
  68286. this.onDisposeObservable.notifyObservers(this);
  68287. this.onDisposeObservable.clear();
  68288. };
  68289. /**
  68290. * Clones the particle system.
  68291. * @param name The name of the cloned object
  68292. * @param newEmitter The new emitter to use
  68293. * @returns the cloned particle system
  68294. */
  68295. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68296. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68297. BABYLON.Tools.DeepCopy(this, result);
  68298. if (newEmitter === undefined) {
  68299. newEmitter = this.emitter;
  68300. }
  68301. result.emitter = newEmitter;
  68302. if (this.particleTexture) {
  68303. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68304. }
  68305. return result;
  68306. };
  68307. /**
  68308. * Serializes the particle system to a JSON object.
  68309. * @returns the JSON object
  68310. */
  68311. GPUParticleSystem.prototype.serialize = function () {
  68312. var serializationObject = {};
  68313. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68314. serializationObject.activeParticleCount = this.activeParticleCount;
  68315. return serializationObject;
  68316. };
  68317. /**
  68318. * Parses a JSON object to create a GPU particle system.
  68319. * @param parsedParticleSystem The JSON object to parse
  68320. * @param scene The scene to create the particle system in
  68321. * @param rootUrl The root url to use to load external dependencies like texture
  68322. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68323. * @returns the parsed GPU particle system
  68324. */
  68325. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68326. if (doNotStart === void 0) { doNotStart = false; }
  68327. var name = parsedParticleSystem.name;
  68328. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68329. if (parsedParticleSystem.activeParticleCount) {
  68330. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68331. }
  68332. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68333. // Auto start
  68334. if (parsedParticleSystem.preventAutoStart) {
  68335. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68336. }
  68337. if (!doNotStart && !particleSystem.preventAutoStart) {
  68338. particleSystem.start();
  68339. }
  68340. return particleSystem;
  68341. };
  68342. return GPUParticleSystem;
  68343. }(BABYLON.BaseParticleSystem));
  68344. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68345. })(BABYLON || (BABYLON = {}));
  68346. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68347. var BABYLON;
  68348. (function (BABYLON) {
  68349. /**
  68350. * Represents one particle of a solid particle system.
  68351. */
  68352. var SolidParticle = /** @class */ (function () {
  68353. /**
  68354. * Creates a Solid Particle object.
  68355. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68356. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68357. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68358. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68359. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68360. * @param shapeId (integer) is the model shape identifier in the SPS.
  68361. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68362. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68363. */
  68364. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68365. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68366. /**
  68367. * particle global index
  68368. */
  68369. this.idx = 0;
  68370. /**
  68371. * The color of the particle
  68372. */
  68373. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68374. /**
  68375. * The world space position of the particle.
  68376. */
  68377. this.position = BABYLON.Vector3.Zero();
  68378. /**
  68379. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68380. */
  68381. this.rotation = BABYLON.Vector3.Zero();
  68382. /**
  68383. * The scaling of the particle.
  68384. */
  68385. this.scaling = BABYLON.Vector3.One();
  68386. /**
  68387. * The uvs of the particle.
  68388. */
  68389. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68390. /**
  68391. * The current speed of the particle.
  68392. */
  68393. this.velocity = BABYLON.Vector3.Zero();
  68394. /**
  68395. * The pivot point in the particle local space.
  68396. */
  68397. this.pivot = BABYLON.Vector3.Zero();
  68398. /**
  68399. * Must the particle be translated from its pivot point in its local space ?
  68400. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68401. * Default : false
  68402. */
  68403. this.translateFromPivot = false;
  68404. /**
  68405. * Is the particle active or not ?
  68406. */
  68407. this.alive = true;
  68408. /**
  68409. * Is the particle visible or not ?
  68410. */
  68411. this.isVisible = true;
  68412. /**
  68413. * Index of this particle in the global "positions" array (Internal use)
  68414. * @hidden
  68415. */
  68416. this._pos = 0;
  68417. /**
  68418. * @hidden Index of this particle in the global "indices" array (Internal use)
  68419. */
  68420. this._ind = 0;
  68421. /**
  68422. * ModelShape id of this particle
  68423. */
  68424. this.shapeId = 0;
  68425. /**
  68426. * Index of the particle in its shape id (Internal use)
  68427. */
  68428. this.idxInShape = 0;
  68429. /**
  68430. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68431. */
  68432. this._stillInvisible = false;
  68433. /**
  68434. * @hidden Last computed particle rotation matrix
  68435. */
  68436. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68437. /**
  68438. * Parent particle Id, if any.
  68439. * Default null.
  68440. */
  68441. this.parentId = null;
  68442. /**
  68443. * @hidden Internal global position in the SPS.
  68444. */
  68445. this._globalPosition = BABYLON.Vector3.Zero();
  68446. this.idx = particleIndex;
  68447. this._pos = positionIndex;
  68448. this._ind = indiceIndex;
  68449. this._model = model;
  68450. this.shapeId = shapeId;
  68451. this.idxInShape = idxInShape;
  68452. this._sps = sps;
  68453. if (modelBoundingInfo) {
  68454. this._modelBoundingInfo = modelBoundingInfo;
  68455. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68456. }
  68457. }
  68458. Object.defineProperty(SolidParticle.prototype, "scale", {
  68459. /**
  68460. * Legacy support, changed scale to scaling
  68461. */
  68462. get: function () {
  68463. return this.scaling;
  68464. },
  68465. /**
  68466. * Legacy support, changed scale to scaling
  68467. */
  68468. set: function (scale) {
  68469. this.scaling = scale;
  68470. },
  68471. enumerable: true,
  68472. configurable: true
  68473. });
  68474. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68475. /**
  68476. * Legacy support, changed quaternion to rotationQuaternion
  68477. */
  68478. get: function () {
  68479. return this.rotationQuaternion;
  68480. },
  68481. /**
  68482. * Legacy support, changed quaternion to rotationQuaternion
  68483. */
  68484. set: function (q) {
  68485. this.rotationQuaternion = q;
  68486. },
  68487. enumerable: true,
  68488. configurable: true
  68489. });
  68490. /**
  68491. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68492. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68493. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68494. * @returns true if it intersects
  68495. */
  68496. SolidParticle.prototype.intersectsMesh = function (target) {
  68497. if (!this._boundingInfo || !target._boundingInfo) {
  68498. return false;
  68499. }
  68500. if (this._sps._bSphereOnly) {
  68501. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68502. }
  68503. return this._boundingInfo.intersects(target._boundingInfo, false);
  68504. };
  68505. /**
  68506. * get the rotation matrix of the particle
  68507. * @hidden
  68508. */
  68509. SolidParticle.prototype.getRotationMatrix = function (m) {
  68510. var quaternion;
  68511. if (this.rotationQuaternion) {
  68512. quaternion = this.rotationQuaternion;
  68513. }
  68514. else {
  68515. quaternion = BABYLON.Tmp.Quaternion[0];
  68516. var rotation = this.rotation;
  68517. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68518. }
  68519. quaternion.toRotationMatrix(m);
  68520. };
  68521. return SolidParticle;
  68522. }());
  68523. BABYLON.SolidParticle = SolidParticle;
  68524. /**
  68525. * Represents the shape of the model used by one particle of a solid particle system.
  68526. * SPS internal tool, don't use it manually.
  68527. */
  68528. var ModelShape = /** @class */ (function () {
  68529. /**
  68530. * 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.
  68531. * SPS internal tool, don't use it manually.
  68532. * @hidden
  68533. */
  68534. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68535. /**
  68536. * length of the shape in the model indices array (internal use)
  68537. * @hidden
  68538. */
  68539. this._indicesLength = 0;
  68540. this.shapeID = id;
  68541. this._shape = shape;
  68542. this._indicesLength = indicesLength;
  68543. this._shapeUV = shapeUV;
  68544. this._positionFunction = posFunction;
  68545. this._vertexFunction = vtxFunction;
  68546. }
  68547. return ModelShape;
  68548. }());
  68549. BABYLON.ModelShape = ModelShape;
  68550. /**
  68551. * Represents a Depth Sorted Particle in the solid particle system.
  68552. */
  68553. var DepthSortedParticle = /** @class */ (function () {
  68554. function DepthSortedParticle() {
  68555. /**
  68556. * Index of the particle in the "indices" array
  68557. */
  68558. this.ind = 0;
  68559. /**
  68560. * Length of the particle shape in the "indices" array
  68561. */
  68562. this.indicesLength = 0;
  68563. /**
  68564. * Squared distance from the particle to the camera
  68565. */
  68566. this.sqDistance = 0.0;
  68567. }
  68568. return DepthSortedParticle;
  68569. }());
  68570. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68571. })(BABYLON || (BABYLON = {}));
  68572. //# sourceMappingURL=babylon.solidParticle.js.map
  68573. var BABYLON;
  68574. (function (BABYLON) {
  68575. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68576. /**
  68577. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68578. *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.
  68579. * The SPS is also a particle system. It provides some methods to manage the particles.
  68580. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68581. *
  68582. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68583. */
  68584. var SolidParticleSystem = /** @class */ (function () {
  68585. /**
  68586. * Creates a SPS (Solid Particle System) object.
  68587. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68588. * @param scene (Scene) is the scene in which the SPS is added.
  68589. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68590. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68591. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68592. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68593. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68594. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68595. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68596. */
  68597. function SolidParticleSystem(name, scene, options) {
  68598. /**
  68599. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68600. * Example : var p = SPS.particles[i];
  68601. */
  68602. this.particles = new Array();
  68603. /**
  68604. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68605. */
  68606. this.nbParticles = 0;
  68607. /**
  68608. * If the particles must ever face the camera (default false). Useful for planar particles.
  68609. */
  68610. this.billboard = false;
  68611. /**
  68612. * Recompute normals when adding a shape
  68613. */
  68614. this.recomputeNormals = true;
  68615. /**
  68616. * This a counter ofr your own usage. It's not set by any SPS functions.
  68617. */
  68618. this.counter = 0;
  68619. /**
  68620. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68621. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68622. */
  68623. this.vars = {};
  68624. /**
  68625. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68626. * @hidden
  68627. */
  68628. this._bSphereOnly = false;
  68629. /**
  68630. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68631. * @hidden
  68632. */
  68633. this._bSphereRadiusFactor = 1.0;
  68634. this._positions = new Array();
  68635. this._indices = new Array();
  68636. this._normals = new Array();
  68637. this._colors = new Array();
  68638. this._uvs = new Array();
  68639. this._index = 0; // indices index
  68640. this._updatable = true;
  68641. this._pickable = false;
  68642. this._isVisibilityBoxLocked = false;
  68643. this._alwaysVisible = false;
  68644. this._depthSort = false;
  68645. this._shapeCounter = 0;
  68646. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68647. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68648. this._computeParticleColor = true;
  68649. this._computeParticleTexture = true;
  68650. this._computeParticleRotation = true;
  68651. this._computeParticleVertex = false;
  68652. this._computeBoundingBox = false;
  68653. this._depthSortParticles = true;
  68654. this._mustUnrotateFixedNormals = false;
  68655. this._particlesIntersect = false;
  68656. this._needs32Bits = false;
  68657. this.name = name;
  68658. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68659. this._camera = scene.activeCamera;
  68660. this._pickable = options ? options.isPickable : false;
  68661. this._depthSort = options ? options.enableDepthSort : false;
  68662. this._particlesIntersect = options ? options.particleIntersection : false;
  68663. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68664. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68665. if (options && options.updatable !== undefined) {
  68666. this._updatable = options.updatable;
  68667. }
  68668. else {
  68669. this._updatable = true;
  68670. }
  68671. if (this._pickable) {
  68672. this.pickedParticles = [];
  68673. }
  68674. if (this._depthSort) {
  68675. this.depthSortedParticles = [];
  68676. }
  68677. }
  68678. /**
  68679. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68680. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68681. * @returns the created mesh
  68682. */
  68683. SolidParticleSystem.prototype.buildMesh = function () {
  68684. if (this.nbParticles === 0) {
  68685. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68686. this.addShape(triangle, 1);
  68687. triangle.dispose();
  68688. }
  68689. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68690. this._positions32 = new Float32Array(this._positions);
  68691. this._uvs32 = new Float32Array(this._uvs);
  68692. this._colors32 = new Float32Array(this._colors);
  68693. if (this.recomputeNormals) {
  68694. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68695. }
  68696. this._normals32 = new Float32Array(this._normals);
  68697. this._fixedNormal32 = new Float32Array(this._normals);
  68698. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68699. this._unrotateFixedNormals();
  68700. }
  68701. var vertexData = new BABYLON.VertexData();
  68702. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68703. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68704. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68705. if (this._uvs32.length > 0) {
  68706. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68707. }
  68708. if (this._colors32.length > 0) {
  68709. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68710. }
  68711. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68712. vertexData.applyToMesh(mesh, this._updatable);
  68713. this.mesh = mesh;
  68714. this.mesh.isPickable = this._pickable;
  68715. // free memory
  68716. if (!this._depthSort) {
  68717. this._indices = null;
  68718. }
  68719. this._positions = null;
  68720. this._normals = null;
  68721. this._uvs = null;
  68722. this._colors = null;
  68723. if (!this._updatable) {
  68724. this.particles.length = 0;
  68725. }
  68726. return mesh;
  68727. };
  68728. /**
  68729. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68730. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68731. * Thus the particles generated from `digest()` have their property `position` set yet.
  68732. * @param mesh ( Mesh ) is the mesh to be digested
  68733. * @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
  68734. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68735. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68736. * @returns the current SPS
  68737. */
  68738. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68739. var size = (options && options.facetNb) || 1;
  68740. var number = (options && options.number) || 0;
  68741. var delta = (options && options.delta) || 0;
  68742. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68743. var meshInd = mesh.getIndices();
  68744. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68745. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68746. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68747. var f = 0; // facet counter
  68748. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68749. // compute size from number
  68750. if (number) {
  68751. number = (number > totalFacets) ? totalFacets : number;
  68752. size = Math.round(totalFacets / number);
  68753. delta = 0;
  68754. }
  68755. else {
  68756. size = (size > totalFacets) ? totalFacets : size;
  68757. }
  68758. var facetPos = []; // submesh positions
  68759. var facetInd = []; // submesh indices
  68760. var facetUV = []; // submesh UV
  68761. var facetCol = []; // submesh colors
  68762. var barycenter = BABYLON.Vector3.Zero();
  68763. var sizeO = size;
  68764. while (f < totalFacets) {
  68765. size = sizeO + Math.floor((1 + delta) * Math.random());
  68766. if (f > totalFacets - size) {
  68767. size = totalFacets - f;
  68768. }
  68769. // reset temp arrays
  68770. facetPos.length = 0;
  68771. facetInd.length = 0;
  68772. facetUV.length = 0;
  68773. facetCol.length = 0;
  68774. // iterate over "size" facets
  68775. var fi = 0;
  68776. for (var j = f * 3; j < (f + size) * 3; j++) {
  68777. facetInd.push(fi);
  68778. var i = meshInd[j];
  68779. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68780. if (meshUV) {
  68781. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68782. }
  68783. if (meshCol) {
  68784. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68785. }
  68786. fi++;
  68787. }
  68788. // create a model shape for each single particle
  68789. var idx = this.nbParticles;
  68790. var shape = this._posToShape(facetPos);
  68791. var shapeUV = this._uvsToShapeUV(facetUV);
  68792. // compute the barycenter of the shape
  68793. var v;
  68794. for (v = 0; v < shape.length; v++) {
  68795. barycenter.addInPlace(shape[v]);
  68796. }
  68797. barycenter.scaleInPlace(1 / shape.length);
  68798. // shift the shape from its barycenter to the origin
  68799. for (v = 0; v < shape.length; v++) {
  68800. shape[v].subtractInPlace(barycenter);
  68801. }
  68802. var bInfo;
  68803. if (this._particlesIntersect) {
  68804. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68805. }
  68806. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68807. // add the particle in the SPS
  68808. var currentPos = this._positions.length;
  68809. var currentInd = this._indices.length;
  68810. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68811. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68812. // initialize the particle position
  68813. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68814. this._index += shape.length;
  68815. idx++;
  68816. this.nbParticles++;
  68817. this._shapeCounter++;
  68818. f += size;
  68819. }
  68820. return this;
  68821. };
  68822. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68823. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68824. var index = 0;
  68825. var idx = 0;
  68826. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68827. var quaternion = BABYLON.Tmp.Quaternion[0];
  68828. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68829. for (var p = 0; p < this.particles.length; p++) {
  68830. var particle = this.particles[p];
  68831. var shape = particle._model._shape;
  68832. // computing the inverse of the rotation matrix from the quaternion
  68833. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68834. if (particle.rotationQuaternion) {
  68835. particle.rotationQuaternion.conjugateToRef(quaternion);
  68836. }
  68837. else {
  68838. var rotation = particle.rotation;
  68839. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68840. quaternion.conjugateInPlace();
  68841. }
  68842. quaternion.toRotationMatrix(invertedRotMatrix);
  68843. for (var pt = 0; pt < shape.length; pt++) {
  68844. idx = index + pt * 3;
  68845. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68846. tmpNormal.toArray(this._fixedNormal32, idx);
  68847. }
  68848. index = idx + 3;
  68849. }
  68850. };
  68851. //reset copy
  68852. SolidParticleSystem.prototype._resetCopy = function () {
  68853. var copy = this._copy;
  68854. copy.position.setAll(0);
  68855. copy.rotation.setAll(0);
  68856. copy.rotationQuaternion = null;
  68857. copy.scaling.setAll(1);
  68858. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68859. copy.color = null;
  68860. copy.translateFromPivot = false;
  68861. };
  68862. // _meshBuilder : inserts the shape model in the global SPS mesh
  68863. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68864. var i;
  68865. var u = 0;
  68866. var c = 0;
  68867. var n = 0;
  68868. this._resetCopy();
  68869. var copy = this._copy;
  68870. if (options && options.positionFunction) { // call to custom positionFunction
  68871. options.positionFunction(copy, idx, idxInShape);
  68872. this._mustUnrotateFixedNormals = true;
  68873. }
  68874. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68875. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68876. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68877. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68878. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68879. copy.getRotationMatrix(rotMatrix);
  68880. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68881. if (copy.translateFromPivot) {
  68882. pivotBackTranslation.setAll(0.0);
  68883. }
  68884. else {
  68885. pivotBackTranslation.copyFrom(scaledPivot);
  68886. }
  68887. for (i = 0; i < shape.length; i++) {
  68888. tmpVertex.copyFrom(shape[i]);
  68889. if (options && options.vertexFunction) {
  68890. options.vertexFunction(copy, tmpVertex, i);
  68891. }
  68892. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68893. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68894. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68895. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68896. if (meshUV) {
  68897. var copyUvs = copy.uvs;
  68898. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68899. u += 2;
  68900. }
  68901. if (copy.color) {
  68902. this._color = copy.color;
  68903. }
  68904. else {
  68905. var color = this._color;
  68906. if (meshCol && meshCol[c] !== undefined) {
  68907. color.r = meshCol[c];
  68908. color.g = meshCol[c + 1];
  68909. color.b = meshCol[c + 2];
  68910. color.a = meshCol[c + 3];
  68911. }
  68912. else {
  68913. color.r = 1.0;
  68914. color.g = 1.0;
  68915. color.b = 1.0;
  68916. color.a = 1.0;
  68917. }
  68918. }
  68919. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68920. c += 4;
  68921. if (!this.recomputeNormals && meshNor) {
  68922. tmpVertex.x = meshNor[n];
  68923. tmpVertex.y = meshNor[n + 1];
  68924. tmpVertex.z = meshNor[n + 2];
  68925. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68926. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68927. n += 3;
  68928. }
  68929. }
  68930. for (i = 0; i < meshInd.length; i++) {
  68931. var current_ind = p + meshInd[i];
  68932. indices.push(current_ind);
  68933. if (current_ind > 65535) {
  68934. this._needs32Bits = true;
  68935. }
  68936. }
  68937. if (this._pickable) {
  68938. var nbfaces = meshInd.length / 3;
  68939. for (i = 0; i < nbfaces; i++) {
  68940. this.pickedParticles.push({ idx: idx, faceId: i });
  68941. }
  68942. }
  68943. if (this._depthSort) {
  68944. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68945. }
  68946. return copy;
  68947. };
  68948. // returns a shape array from positions array
  68949. SolidParticleSystem.prototype._posToShape = function (positions) {
  68950. var shape = [];
  68951. for (var i = 0; i < positions.length; i += 3) {
  68952. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68953. }
  68954. return shape;
  68955. };
  68956. // returns a shapeUV array from a Vector4 uvs
  68957. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68958. var shapeUV = [];
  68959. if (uvs) {
  68960. for (var i = 0; i < uvs.length; i++) {
  68961. shapeUV.push(uvs[i]);
  68962. }
  68963. }
  68964. return shapeUV;
  68965. };
  68966. // adds a new particle object in the particles array
  68967. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68968. if (bInfo === void 0) { bInfo = null; }
  68969. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68970. this.particles.push(sp);
  68971. return sp;
  68972. };
  68973. /**
  68974. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68975. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68976. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68977. * @param nb (positive integer) the number of particles to be created from this model
  68978. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68979. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68980. * @returns the number of shapes in the system
  68981. */
  68982. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68983. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68984. var meshInd = mesh.getIndices();
  68985. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68986. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68987. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68988. var bbInfo;
  68989. if (this._particlesIntersect) {
  68990. bbInfo = mesh.getBoundingInfo();
  68991. }
  68992. var shape = this._posToShape(meshPos);
  68993. var shapeUV = this._uvsToShapeUV(meshUV);
  68994. var posfunc = options ? options.positionFunction : null;
  68995. var vtxfunc = options ? options.vertexFunction : null;
  68996. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68997. // particles
  68998. var sp;
  68999. var currentCopy;
  69000. var idx = this.nbParticles;
  69001. for (var i = 0; i < nb; i++) {
  69002. var currentPos = this._positions.length;
  69003. var currentInd = this._indices.length;
  69004. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69005. if (this._updatable) {
  69006. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69007. sp.position.copyFrom(currentCopy.position);
  69008. sp.rotation.copyFrom(currentCopy.rotation);
  69009. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69010. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69011. }
  69012. if (currentCopy.color && sp.color) {
  69013. sp.color.copyFrom(currentCopy.color);
  69014. }
  69015. sp.scaling.copyFrom(currentCopy.scaling);
  69016. sp.uvs.copyFrom(currentCopy.uvs);
  69017. }
  69018. this._index += shape.length;
  69019. idx++;
  69020. }
  69021. this.nbParticles += nb;
  69022. this._shapeCounter++;
  69023. return this._shapeCounter - 1;
  69024. };
  69025. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69026. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69027. this._resetCopy();
  69028. var copy = this._copy;
  69029. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69030. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69031. }
  69032. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69033. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69034. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69035. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69036. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69037. copy.getRotationMatrix(rotMatrix);
  69038. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69039. if (copy.translateFromPivot) {
  69040. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69041. }
  69042. else {
  69043. pivotBackTranslation.copyFrom(scaledPivot);
  69044. }
  69045. var shape = particle._model._shape;
  69046. for (var pt = 0; pt < shape.length; pt++) {
  69047. tmpVertex.copyFrom(shape[pt]);
  69048. if (particle._model._vertexFunction) {
  69049. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69050. }
  69051. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69052. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69053. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69054. }
  69055. particle.position.setAll(0.0);
  69056. particle.rotation.setAll(0.0);
  69057. particle.rotationQuaternion = null;
  69058. particle.scaling.setAll(1.0);
  69059. particle.uvs.setAll(0.0);
  69060. particle.pivot.setAll(0.0);
  69061. particle.translateFromPivot = false;
  69062. particle.parentId = null;
  69063. };
  69064. /**
  69065. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69066. * @returns the SPS.
  69067. */
  69068. SolidParticleSystem.prototype.rebuildMesh = function () {
  69069. for (var p = 0; p < this.particles.length; p++) {
  69070. this._rebuildParticle(this.particles[p]);
  69071. }
  69072. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69073. return this;
  69074. };
  69075. /**
  69076. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69077. * This method calls `updateParticle()` for each particle of the SPS.
  69078. * For an animated SPS, it is usually called within the render loop.
  69079. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69080. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69081. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69082. * @returns the SPS.
  69083. */
  69084. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69085. if (start === void 0) { start = 0; }
  69086. if (end === void 0) { end = this.nbParticles - 1; }
  69087. if (update === void 0) { update = true; }
  69088. if (!this._updatable) {
  69089. return this;
  69090. }
  69091. // custom beforeUpdate
  69092. this.beforeUpdateParticles(start, end, update);
  69093. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69094. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69095. var mesh = this.mesh;
  69096. var colors32 = this._colors32;
  69097. var positions32 = this._positions32;
  69098. var normals32 = this._normals32;
  69099. var uvs32 = this._uvs32;
  69100. var indices32 = this._indices32;
  69101. var indices = this._indices;
  69102. var fixedNormal32 = this._fixedNormal32;
  69103. var tempVectors = BABYLON.Tmp.Vector3;
  69104. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69105. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69106. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69107. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69108. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69109. var camInvertedPosition = tempVectors[10].setAll(0);
  69110. // cases when the World Matrix is to be computed first
  69111. if (this.billboard || this._depthSort) {
  69112. this.mesh.computeWorldMatrix(true);
  69113. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69114. }
  69115. // if the particles will always face the camera
  69116. if (this.billboard) {
  69117. // compute the camera position and un-rotate it by the current mesh rotation
  69118. var tmpVertex = tempVectors[0];
  69119. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69120. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69121. camAxisZ.normalize();
  69122. // same for camera up vector extracted from the cam view matrix
  69123. var view = this._camera.getViewMatrix(true);
  69124. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69125. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69126. camAxisY.normalize();
  69127. camAxisX.normalize();
  69128. }
  69129. // if depthSort, compute the camera global position in the mesh local system
  69130. if (this._depthSort) {
  69131. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69132. }
  69133. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69134. var idx = 0; // current position index in the global array positions32
  69135. var index = 0; // position start index in the global array positions32 of the current particle
  69136. var colidx = 0; // current color index in the global array colors32
  69137. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69138. var uvidx = 0; // current uv index in the global array uvs32
  69139. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69140. var pt = 0; // current index in the particle model shape
  69141. if (this.mesh.isFacetDataEnabled) {
  69142. this._computeBoundingBox = true;
  69143. }
  69144. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69145. if (this._computeBoundingBox) {
  69146. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69147. var boundingInfo = this.mesh._boundingInfo;
  69148. if (boundingInfo) {
  69149. minimum.copyFrom(boundingInfo.minimum);
  69150. maximum.copyFrom(boundingInfo.maximum);
  69151. }
  69152. }
  69153. }
  69154. // particle loop
  69155. index = this.particles[start]._pos;
  69156. var vpos = (index / 3) | 0;
  69157. colorIndex = vpos * 4;
  69158. uvIndex = vpos * 2;
  69159. for (var p = start; p <= end; p++) {
  69160. var particle = this.particles[p];
  69161. // call to custom user function to update the particle properties
  69162. this.updateParticle(particle);
  69163. var shape = particle._model._shape;
  69164. var shapeUV = particle._model._shapeUV;
  69165. var particleRotationMatrix = particle._rotationMatrix;
  69166. var particlePosition = particle.position;
  69167. var particleRotation = particle.rotation;
  69168. var particleScaling = particle.scaling;
  69169. var particleGlobalPosition = particle._globalPosition;
  69170. // camera-particle distance for depth sorting
  69171. if (this._depthSort && this._depthSortParticles) {
  69172. var dsp = this.depthSortedParticles[p];
  69173. dsp.ind = particle._ind;
  69174. dsp.indicesLength = particle._model._indicesLength;
  69175. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69176. }
  69177. // skip the computations for inactive or already invisible particles
  69178. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69179. // increment indexes for the next particle
  69180. pt = shape.length;
  69181. index += pt * 3;
  69182. colorIndex += pt * 4;
  69183. uvIndex += pt * 2;
  69184. continue;
  69185. }
  69186. if (particle.isVisible) {
  69187. particle._stillInvisible = false; // un-mark permanent invisibility
  69188. var scaledPivot = tempVectors[12];
  69189. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69190. // particle rotation matrix
  69191. if (this.billboard) {
  69192. particleRotation.x = 0.0;
  69193. particleRotation.y = 0.0;
  69194. }
  69195. if (this._computeParticleRotation || this.billboard) {
  69196. particle.getRotationMatrix(rotMatrix);
  69197. }
  69198. var particleHasParent = (particle.parentId !== null);
  69199. if (particleHasParent) {
  69200. var parent_1 = this.particles[particle.parentId];
  69201. var parentRotationMatrix = parent_1._rotationMatrix;
  69202. var parentGlobalPosition = parent_1._globalPosition;
  69203. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69204. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69205. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69206. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69207. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69208. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69209. if (this._computeParticleRotation || this.billboard) {
  69210. var rotMatrixValues = rotMatrix.m;
  69211. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69212. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69213. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69214. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69215. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69216. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69217. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69218. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69219. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69220. }
  69221. }
  69222. else {
  69223. particleGlobalPosition.x = particlePosition.x;
  69224. particleGlobalPosition.y = particlePosition.y;
  69225. particleGlobalPosition.z = particlePosition.z;
  69226. if (this._computeParticleRotation || this.billboard) {
  69227. var rotMatrixValues = rotMatrix.m;
  69228. particleRotationMatrix[0] = rotMatrixValues[0];
  69229. particleRotationMatrix[1] = rotMatrixValues[1];
  69230. particleRotationMatrix[2] = rotMatrixValues[2];
  69231. particleRotationMatrix[3] = rotMatrixValues[4];
  69232. particleRotationMatrix[4] = rotMatrixValues[5];
  69233. particleRotationMatrix[5] = rotMatrixValues[6];
  69234. particleRotationMatrix[6] = rotMatrixValues[8];
  69235. particleRotationMatrix[7] = rotMatrixValues[9];
  69236. particleRotationMatrix[8] = rotMatrixValues[10];
  69237. }
  69238. }
  69239. var pivotBackTranslation = tempVectors[11];
  69240. if (particle.translateFromPivot) {
  69241. pivotBackTranslation.setAll(0.0);
  69242. }
  69243. else {
  69244. pivotBackTranslation.copyFrom(scaledPivot);
  69245. }
  69246. // particle vertex loop
  69247. for (pt = 0; pt < shape.length; pt++) {
  69248. idx = index + pt * 3;
  69249. colidx = colorIndex + pt * 4;
  69250. uvidx = uvIndex + pt * 2;
  69251. var tmpVertex = tempVectors[0];
  69252. tmpVertex.copyFrom(shape[pt]);
  69253. if (this._computeParticleVertex) {
  69254. this.updateParticleVertex(particle, tmpVertex, pt);
  69255. }
  69256. // positions
  69257. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69258. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69259. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69260. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69261. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69262. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69263. rotatedX += pivotBackTranslation.x;
  69264. rotatedY += pivotBackTranslation.y;
  69265. rotatedZ += pivotBackTranslation.z;
  69266. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69267. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69268. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69269. if (this._computeBoundingBox) {
  69270. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69271. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69272. }
  69273. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69274. if (!this._computeParticleVertex) {
  69275. var normalx = fixedNormal32[idx];
  69276. var normaly = fixedNormal32[idx + 1];
  69277. var normalz = fixedNormal32[idx + 2];
  69278. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69279. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69280. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69281. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69282. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69283. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69284. }
  69285. if (this._computeParticleColor && particle.color) {
  69286. var color = particle.color;
  69287. var colors32_1 = this._colors32;
  69288. colors32_1[colidx] = color.r;
  69289. colors32_1[colidx + 1] = color.g;
  69290. colors32_1[colidx + 2] = color.b;
  69291. colors32_1[colidx + 3] = color.a;
  69292. }
  69293. if (this._computeParticleTexture) {
  69294. var uvs = particle.uvs;
  69295. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69296. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69297. }
  69298. }
  69299. }
  69300. // particle just set invisible : scaled to zero and positioned at the origin
  69301. else {
  69302. particle._stillInvisible = true; // mark the particle as invisible
  69303. for (pt = 0; pt < shape.length; pt++) {
  69304. idx = index + pt * 3;
  69305. colidx = colorIndex + pt * 4;
  69306. uvidx = uvIndex + pt * 2;
  69307. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69308. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69309. if (this._computeParticleColor && particle.color) {
  69310. var color = particle.color;
  69311. colors32[colidx] = color.r;
  69312. colors32[colidx + 1] = color.g;
  69313. colors32[colidx + 2] = color.b;
  69314. colors32[colidx + 3] = color.a;
  69315. }
  69316. if (this._computeParticleTexture) {
  69317. var uvs = particle.uvs;
  69318. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69319. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69320. }
  69321. }
  69322. }
  69323. // if the particle intersections must be computed : update the bbInfo
  69324. if (this._particlesIntersect) {
  69325. var bInfo = particle._boundingInfo;
  69326. var bBox = bInfo.boundingBox;
  69327. var bSphere = bInfo.boundingSphere;
  69328. var modelBoundingInfo = particle._modelBoundingInfo;
  69329. if (!this._bSphereOnly) {
  69330. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69331. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69332. var tempMin = tempVectors[1];
  69333. var tempMax = tempVectors[2];
  69334. tempMin.setAll(Number.MAX_VALUE);
  69335. tempMax.setAll(-Number.MAX_VALUE);
  69336. for (var b = 0; b < 8; b++) {
  69337. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69338. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69339. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69340. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69341. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69342. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69343. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69344. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69345. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69346. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69347. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69348. }
  69349. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69350. }
  69351. // place and scale the particle bouding sphere in the SPS local system, then update it
  69352. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69353. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69354. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69355. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69356. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69357. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69358. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69359. }
  69360. // increment indexes for the next particle
  69361. index = idx + 3;
  69362. colorIndex = colidx + 4;
  69363. uvIndex = uvidx + 2;
  69364. }
  69365. // if the VBO must be updated
  69366. if (update) {
  69367. if (this._computeParticleColor) {
  69368. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69369. }
  69370. if (this._computeParticleTexture) {
  69371. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69372. }
  69373. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69374. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69375. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69376. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69377. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69378. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69379. for (var i = 0; i < normals32.length; i++) {
  69380. fixedNormal32[i] = normals32[i];
  69381. }
  69382. }
  69383. if (!mesh.areNormalsFrozen) {
  69384. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69385. }
  69386. }
  69387. if (this._depthSort && this._depthSortParticles) {
  69388. var depthSortedParticles = this.depthSortedParticles;
  69389. depthSortedParticles.sort(depthSortFunction);
  69390. var dspl = depthSortedParticles.length;
  69391. var sid = 0;
  69392. for (var sorted = 0; sorted < dspl; sorted++) {
  69393. var lind = depthSortedParticles[sorted].indicesLength;
  69394. var sind = depthSortedParticles[sorted].ind;
  69395. for (var i = 0; i < lind; i++) {
  69396. indices32[sid] = indices[sind + i];
  69397. sid++;
  69398. }
  69399. }
  69400. mesh.updateIndices(indices32);
  69401. }
  69402. }
  69403. if (this._computeBoundingBox) {
  69404. if (mesh._boundingInfo) {
  69405. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69406. }
  69407. else {
  69408. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69409. }
  69410. }
  69411. this.afterUpdateParticles(start, end, update);
  69412. return this;
  69413. };
  69414. /**
  69415. * Disposes the SPS.
  69416. */
  69417. SolidParticleSystem.prototype.dispose = function () {
  69418. this.mesh.dispose();
  69419. this.vars = null;
  69420. // drop references to internal big arrays for the GC
  69421. this._positions = null;
  69422. this._indices = null;
  69423. this._normals = null;
  69424. this._uvs = null;
  69425. this._colors = null;
  69426. this._indices32 = null;
  69427. this._positions32 = null;
  69428. this._normals32 = null;
  69429. this._fixedNormal32 = null;
  69430. this._uvs32 = null;
  69431. this._colors32 = null;
  69432. this.pickedParticles = null;
  69433. };
  69434. /**
  69435. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69436. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69437. * @returns the SPS.
  69438. */
  69439. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69440. if (!this._isVisibilityBoxLocked) {
  69441. this.mesh.refreshBoundingInfo();
  69442. }
  69443. return this;
  69444. };
  69445. /**
  69446. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69447. * @param size the size (float) of the visibility box
  69448. * note : this doesn't lock the SPS mesh bounding box.
  69449. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69450. */
  69451. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69452. var vis = size / 2;
  69453. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69454. };
  69455. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69456. /**
  69457. * Gets whether the SPS as always visible or not
  69458. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69459. */
  69460. get: function () {
  69461. return this._alwaysVisible;
  69462. },
  69463. /**
  69464. * Sets the SPS as always visible or not
  69465. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69466. */
  69467. set: function (val) {
  69468. this._alwaysVisible = val;
  69469. this.mesh.alwaysSelectAsActiveMesh = val;
  69470. },
  69471. enumerable: true,
  69472. configurable: true
  69473. });
  69474. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69475. /**
  69476. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69477. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69478. */
  69479. get: function () {
  69480. return this._isVisibilityBoxLocked;
  69481. },
  69482. /**
  69483. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69484. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69485. */
  69486. set: function (val) {
  69487. this._isVisibilityBoxLocked = val;
  69488. var boundingInfo = this.mesh.getBoundingInfo();
  69489. boundingInfo.isLocked = val;
  69490. },
  69491. enumerable: true,
  69492. configurable: true
  69493. });
  69494. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69495. /**
  69496. * Gets if `setParticles()` computes the particle rotations or not.
  69497. * Default value : true. The SPS is faster when it's set to false.
  69498. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69499. */
  69500. get: function () {
  69501. return this._computeParticleRotation;
  69502. },
  69503. /**
  69504. * Tells to `setParticles()` to compute the particle rotations or not.
  69505. * Default value : true. The SPS is faster when it's set to false.
  69506. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69507. */
  69508. set: function (val) {
  69509. this._computeParticleRotation = val;
  69510. },
  69511. enumerable: true,
  69512. configurable: true
  69513. });
  69514. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69515. /**
  69516. * Gets if `setParticles()` computes the particle colors or not.
  69517. * Default value : true. The SPS is faster when it's set to false.
  69518. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69519. */
  69520. get: function () {
  69521. return this._computeParticleColor;
  69522. },
  69523. /**
  69524. * Tells to `setParticles()` to compute the particle colors or not.
  69525. * Default value : true. The SPS is faster when it's set to false.
  69526. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69527. */
  69528. set: function (val) {
  69529. this._computeParticleColor = val;
  69530. },
  69531. enumerable: true,
  69532. configurable: true
  69533. });
  69534. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69535. /**
  69536. * Gets if `setParticles()` computes the particle textures or not.
  69537. * Default value : true. The SPS is faster when it's set to false.
  69538. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69539. */
  69540. get: function () {
  69541. return this._computeParticleTexture;
  69542. },
  69543. set: function (val) {
  69544. this._computeParticleTexture = val;
  69545. },
  69546. enumerable: true,
  69547. configurable: true
  69548. });
  69549. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69550. /**
  69551. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69552. * Default value : false. The SPS is faster when it's set to false.
  69553. * Note : the particle custom vertex positions aren't stored values.
  69554. */
  69555. get: function () {
  69556. return this._computeParticleVertex;
  69557. },
  69558. /**
  69559. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69560. * Default value : false. The SPS is faster when it's set to false.
  69561. * Note : the particle custom vertex positions aren't stored values.
  69562. */
  69563. set: function (val) {
  69564. this._computeParticleVertex = val;
  69565. },
  69566. enumerable: true,
  69567. configurable: true
  69568. });
  69569. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69570. /**
  69571. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69572. */
  69573. get: function () {
  69574. return this._computeBoundingBox;
  69575. },
  69576. /**
  69577. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69578. */
  69579. set: function (val) {
  69580. this._computeBoundingBox = val;
  69581. },
  69582. enumerable: true,
  69583. configurable: true
  69584. });
  69585. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69586. /**
  69587. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69588. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69589. * Default : `true`
  69590. */
  69591. get: function () {
  69592. return this._depthSortParticles;
  69593. },
  69594. /**
  69595. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69596. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69597. * Default : `true`
  69598. */
  69599. set: function (val) {
  69600. this._depthSortParticles = val;
  69601. },
  69602. enumerable: true,
  69603. configurable: true
  69604. });
  69605. // =======================================================================
  69606. // Particle behavior logic
  69607. // these following methods may be overwritten by the user to fit his needs
  69608. /**
  69609. * This function does nothing. It may be overwritten to set all the particle first values.
  69610. * The SPS doesn't call this function, you may have to call it by your own.
  69611. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69612. */
  69613. SolidParticleSystem.prototype.initParticles = function () {
  69614. };
  69615. /**
  69616. * This function does nothing. It may be overwritten to recycle a particle.
  69617. * The SPS doesn't call this function, you may have to call it by your own.
  69618. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69619. * @param particle The particle to recycle
  69620. * @returns the recycled particle
  69621. */
  69622. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69623. return particle;
  69624. };
  69625. /**
  69626. * Updates a particle : this function should be overwritten by the user.
  69627. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69628. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69629. * @example : just set a particle position or velocity and recycle conditions
  69630. * @param particle The particle to update
  69631. * @returns the updated particle
  69632. */
  69633. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69634. return particle;
  69635. };
  69636. /**
  69637. * Updates a vertex of a particle : it can be overwritten by the user.
  69638. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69639. * @param particle the current particle
  69640. * @param vertex the current index of the current particle
  69641. * @param pt the index of the current vertex in the particle shape
  69642. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69643. * @example : just set a vertex particle position
  69644. * @returns the updated vertex
  69645. */
  69646. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69647. return vertex;
  69648. };
  69649. /**
  69650. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69651. * This does nothing and may be overwritten by the user.
  69652. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69653. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69654. * @param update the boolean update value actually passed to setParticles()
  69655. */
  69656. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69657. };
  69658. /**
  69659. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69660. * This will be passed three parameters.
  69661. * This does nothing and may be overwritten by the user.
  69662. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69663. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69664. * @param update the boolean update value actually passed to setParticles()
  69665. */
  69666. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69667. };
  69668. return SolidParticleSystem;
  69669. }());
  69670. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69671. })(BABYLON || (BABYLON = {}));
  69672. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69673. var BABYLON;
  69674. (function (BABYLON) {
  69675. /**
  69676. * Class containing static functions to help procedurally build meshes
  69677. */
  69678. var MeshBuilder = /** @class */ (function () {
  69679. function MeshBuilder() {
  69680. }
  69681. MeshBuilder.updateSideOrientation = function (orientation) {
  69682. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69683. return BABYLON.Mesh.DOUBLESIDE;
  69684. }
  69685. if (orientation === undefined || orientation === null) {
  69686. return BABYLON.Mesh.FRONTSIDE;
  69687. }
  69688. return orientation;
  69689. };
  69690. /**
  69691. * Creates a box mesh
  69692. * * The parameter `size` sets the size (float) of each box side (default 1)
  69693. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69694. * * 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)
  69695. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69696. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69697. * * 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
  69698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69699. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69700. * @param name defines the name of the mesh
  69701. * @param options defines the options used to create the mesh
  69702. * @param scene defines the hosting scene
  69703. * @returns the box mesh
  69704. */
  69705. MeshBuilder.CreateBox = function (name, options, scene) {
  69706. if (scene === void 0) { scene = null; }
  69707. var box = new BABYLON.Mesh(name, scene);
  69708. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69709. box._originalBuilderSideOrientation = options.sideOrientation;
  69710. var vertexData = BABYLON.VertexData.CreateBox(options);
  69711. vertexData.applyToMesh(box, options.updatable);
  69712. return box;
  69713. };
  69714. /**
  69715. * Creates a sphere mesh
  69716. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69717. * * 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`)
  69718. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69719. * * 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
  69720. * * 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)
  69721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69722. * * 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
  69723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69724. * @param name defines the name of the mesh
  69725. * @param options defines the options used to create the mesh
  69726. * @param scene defines the hosting scene
  69727. * @returns the sphere mesh
  69728. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69729. */
  69730. MeshBuilder.CreateSphere = function (name, options, scene) {
  69731. var sphere = new BABYLON.Mesh(name, scene);
  69732. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69733. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69734. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69735. vertexData.applyToMesh(sphere, options.updatable);
  69736. return sphere;
  69737. };
  69738. /**
  69739. * Creates a plane polygonal mesh. By default, this is a disc
  69740. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69741. * * 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
  69742. * * 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
  69743. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69744. * * 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
  69745. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69746. * @param name defines the name of the mesh
  69747. * @param options defines the options used to create the mesh
  69748. * @param scene defines the hosting scene
  69749. * @returns the plane polygonal mesh
  69750. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69751. */
  69752. MeshBuilder.CreateDisc = function (name, options, scene) {
  69753. if (scene === void 0) { scene = null; }
  69754. var disc = new BABYLON.Mesh(name, scene);
  69755. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69756. disc._originalBuilderSideOrientation = options.sideOrientation;
  69757. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69758. vertexData.applyToMesh(disc, options.updatable);
  69759. return disc;
  69760. };
  69761. /**
  69762. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69763. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69764. * * 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`)
  69765. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69766. * * 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
  69767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69768. * * 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
  69769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69770. * @param name defines the name of the mesh
  69771. * @param options defines the options used to create the mesh
  69772. * @param scene defines the hosting scene
  69773. * @returns the icosahedron mesh
  69774. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69775. */
  69776. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69777. var sphere = new BABYLON.Mesh(name, scene);
  69778. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69779. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69780. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69781. vertexData.applyToMesh(sphere, options.updatable);
  69782. return sphere;
  69783. };
  69784. /**
  69785. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69786. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69787. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69788. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69789. * * 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
  69790. * * 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
  69791. * * 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
  69792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69793. * * 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
  69794. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69795. * * 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
  69796. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69797. * * 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
  69798. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69799. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69800. * @param name defines the name of the mesh
  69801. * @param options defines the options used to create the mesh
  69802. * @param scene defines the hosting scene
  69803. * @returns the ribbon mesh
  69804. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69805. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69806. */
  69807. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69808. if (scene === void 0) { scene = null; }
  69809. var pathArray = options.pathArray;
  69810. var closeArray = options.closeArray;
  69811. var closePath = options.closePath;
  69812. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69813. var instance = options.instance;
  69814. var updatable = options.updatable;
  69815. if (instance) { // existing ribbon instance update
  69816. // positionFunction : ribbon case
  69817. // only pathArray and sideOrientation parameters are taken into account for positions update
  69818. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69819. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69820. var positionFunction = function (positions) {
  69821. var minlg = pathArray[0].length;
  69822. var mesh = instance;
  69823. var i = 0;
  69824. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69825. for (var si = 1; si <= ns; ++si) {
  69826. for (var p = 0; p < pathArray.length; ++p) {
  69827. var path = pathArray[p];
  69828. var l = path.length;
  69829. minlg = (minlg < l) ? minlg : l;
  69830. for (var j = 0; j < minlg; ++j) {
  69831. var pathPoint = path[j];
  69832. positions[i] = pathPoint.x;
  69833. positions[i + 1] = pathPoint.y;
  69834. positions[i + 2] = pathPoint.z;
  69835. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69836. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69837. i += 3;
  69838. }
  69839. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69840. var pathPoint = path[0];
  69841. positions[i] = pathPoint.x;
  69842. positions[i + 1] = pathPoint.y;
  69843. positions[i + 2] = pathPoint.z;
  69844. i += 3;
  69845. }
  69846. }
  69847. }
  69848. };
  69849. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69850. positionFunction(positions);
  69851. if (instance._boundingInfo) {
  69852. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69853. }
  69854. else {
  69855. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69856. }
  69857. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69858. if (options.colors) {
  69859. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69860. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69861. var color = options.colors[c];
  69862. colors[colorIndex] = color.r;
  69863. colors[colorIndex + 1] = color.g;
  69864. colors[colorIndex + 2] = color.b;
  69865. colors[colorIndex + 3] = color.a;
  69866. }
  69867. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69868. }
  69869. if (options.uvs) {
  69870. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69871. for (var i = 0; i < options.uvs.length; i++) {
  69872. uvs[i * 2] = options.uvs[i].x;
  69873. uvs[i * 2 + 1] = options.uvs[i].y;
  69874. }
  69875. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69876. }
  69877. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69878. var indices = instance.getIndices();
  69879. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69880. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69881. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69882. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69883. var indexFirst = 0;
  69884. var indexLast = 0;
  69885. for (var p = 0; p < pathArray.length; p++) {
  69886. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69887. if (p + 1 < pathArray.length) {
  69888. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69889. }
  69890. else {
  69891. indexLast = normals.length - 3;
  69892. }
  69893. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69894. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69895. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69896. normals[indexLast] = normals[indexFirst];
  69897. normals[indexLast + 1] = normals[indexFirst + 1];
  69898. normals[indexLast + 2] = normals[indexFirst + 2];
  69899. }
  69900. }
  69901. if (!(instance.areNormalsFrozen)) {
  69902. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69903. }
  69904. }
  69905. return instance;
  69906. }
  69907. else { // new ribbon creation
  69908. var ribbon = new BABYLON.Mesh(name, scene);
  69909. ribbon._originalBuilderSideOrientation = sideOrientation;
  69910. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69911. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69912. if (closePath) {
  69913. ribbon._creationDataStorage.idx = vertexData._idx;
  69914. }
  69915. ribbon._creationDataStorage.closePath = closePath;
  69916. ribbon._creationDataStorage.closeArray = closeArray;
  69917. vertexData.applyToMesh(ribbon, updatable);
  69918. return ribbon;
  69919. }
  69920. };
  69921. /**
  69922. * Creates a cylinder or a cone mesh
  69923. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69924. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69925. * * 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.
  69926. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69927. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69928. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69929. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69930. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69931. * * 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).
  69932. * * 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
  69933. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69934. * * 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
  69935. * * 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.
  69936. * * If `enclose` is false, a ring surface is one element.
  69937. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69938. * * 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
  69939. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69940. * * 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
  69941. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69942. * @param name defines the name of the mesh
  69943. * @param options defines the options used to create the mesh
  69944. * @param scene defines the hosting scene
  69945. * @returns the cylinder mesh
  69946. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69947. */
  69948. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69949. var cylinder = new BABYLON.Mesh(name, scene);
  69950. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69951. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69952. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69953. vertexData.applyToMesh(cylinder, options.updatable);
  69954. return cylinder;
  69955. };
  69956. /**
  69957. * Creates a torus mesh
  69958. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69959. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69960. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69961. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69962. * * 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
  69963. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69964. * @param name defines the name of the mesh
  69965. * @param options defines the options used to create the mesh
  69966. * @param scene defines the hosting scene
  69967. * @returns the torus mesh
  69968. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69969. */
  69970. MeshBuilder.CreateTorus = function (name, options, scene) {
  69971. var torus = new BABYLON.Mesh(name, scene);
  69972. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69973. torus._originalBuilderSideOrientation = options.sideOrientation;
  69974. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69975. vertexData.applyToMesh(torus, options.updatable);
  69976. return torus;
  69977. };
  69978. /**
  69979. * Creates a torus knot mesh
  69980. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69981. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69982. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69983. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69984. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69985. * * 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
  69986. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69987. * @param name defines the name of the mesh
  69988. * @param options defines the options used to create the mesh
  69989. * @param scene defines the hosting scene
  69990. * @returns the torus knot mesh
  69991. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69992. */
  69993. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69994. var torusKnot = new BABYLON.Mesh(name, scene);
  69995. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69996. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69997. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69998. vertexData.applyToMesh(torusKnot, options.updatable);
  69999. return torusKnot;
  70000. };
  70001. /**
  70002. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70003. * * 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
  70004. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70005. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70006. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70007. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70008. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70009. * * 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
  70010. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70012. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70013. * @param name defines the name of the new line system
  70014. * @param options defines the options used to create the line system
  70015. * @param scene defines the hosting scene
  70016. * @returns a new line system mesh
  70017. */
  70018. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70019. var instance = options.instance;
  70020. var lines = options.lines;
  70021. var colors = options.colors;
  70022. if (instance) { // lines update
  70023. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70024. var vertexColor;
  70025. var lineColors;
  70026. if (colors) {
  70027. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70028. }
  70029. var i = 0;
  70030. var c = 0;
  70031. for (var l = 0; l < lines.length; l++) {
  70032. var points = lines[l];
  70033. for (var p = 0; p < points.length; p++) {
  70034. positions[i] = points[p].x;
  70035. positions[i + 1] = points[p].y;
  70036. positions[i + 2] = points[p].z;
  70037. if (colors && vertexColor) {
  70038. lineColors = colors[l];
  70039. vertexColor[c] = lineColors[p].r;
  70040. vertexColor[c + 1] = lineColors[p].g;
  70041. vertexColor[c + 2] = lineColors[p].b;
  70042. vertexColor[c + 3] = lineColors[p].a;
  70043. c += 4;
  70044. }
  70045. i += 3;
  70046. }
  70047. }
  70048. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70049. if (colors && vertexColor) {
  70050. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70051. }
  70052. return instance;
  70053. }
  70054. // line system creation
  70055. var useVertexColor = (colors) ? true : false;
  70056. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70057. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70058. vertexData.applyToMesh(lineSystem, options.updatable);
  70059. return lineSystem;
  70060. };
  70061. /**
  70062. * Creates a line mesh
  70063. * 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
  70064. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70065. * * The parameter `points` is an array successive Vector3
  70066. * * 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
  70067. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70068. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70069. * * When updating an instance, remember that only point positions can change, not the number of points
  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. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70072. * @param name defines the name of the new line system
  70073. * @param options defines the options used to create the line system
  70074. * @param scene defines the hosting scene
  70075. * @returns a new line mesh
  70076. */
  70077. MeshBuilder.CreateLines = function (name, options, scene) {
  70078. if (scene === void 0) { scene = null; }
  70079. var colors = (options.colors) ? [options.colors] : null;
  70080. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70081. return lines;
  70082. };
  70083. /**
  70084. * Creates a dashed line mesh
  70085. * * 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
  70086. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70087. * * The parameter `points` is an array successive Vector3
  70088. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70089. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70090. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70091. * * 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
  70092. * * When updating an instance, remember that only point positions can change, not the number of points
  70093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70094. * @param name defines the name of the mesh
  70095. * @param options defines the options used to create the mesh
  70096. * @param scene defines the hosting scene
  70097. * @returns the dashed line mesh
  70098. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70099. */
  70100. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70101. if (scene === void 0) { scene = null; }
  70102. var points = options.points;
  70103. var instance = options.instance;
  70104. var gapSize = options.gapSize || 1;
  70105. var dashSize = options.dashSize || 3;
  70106. if (instance) { // dashed lines update
  70107. var positionFunction = function (positions) {
  70108. var curvect = BABYLON.Vector3.Zero();
  70109. var nbSeg = positions.length / 6;
  70110. var lg = 0;
  70111. var nb = 0;
  70112. var shft = 0;
  70113. var dashshft = 0;
  70114. var curshft = 0;
  70115. var p = 0;
  70116. var i = 0;
  70117. var j = 0;
  70118. for (i = 0; i < points.length - 1; i++) {
  70119. points[i + 1].subtractToRef(points[i], curvect);
  70120. lg += curvect.length();
  70121. }
  70122. shft = lg / nbSeg;
  70123. var dashSize = instance._creationDataStorage.dashSize;
  70124. var gapSize = instance._creationDataStorage.gapSize;
  70125. dashshft = dashSize * shft / (dashSize + gapSize);
  70126. for (i = 0; i < points.length - 1; i++) {
  70127. points[i + 1].subtractToRef(points[i], curvect);
  70128. nb = Math.floor(curvect.length() / shft);
  70129. curvect.normalize();
  70130. j = 0;
  70131. while (j < nb && p < positions.length) {
  70132. curshft = shft * j;
  70133. positions[p] = points[i].x + curshft * curvect.x;
  70134. positions[p + 1] = points[i].y + curshft * curvect.y;
  70135. positions[p + 2] = points[i].z + curshft * curvect.z;
  70136. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70137. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70138. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70139. p += 6;
  70140. j++;
  70141. }
  70142. }
  70143. while (p < positions.length) {
  70144. positions[p] = points[i].x;
  70145. positions[p + 1] = points[i].y;
  70146. positions[p + 2] = points[i].z;
  70147. p += 3;
  70148. }
  70149. };
  70150. instance.updateMeshPositions(positionFunction, false);
  70151. return instance;
  70152. }
  70153. // dashed lines creation
  70154. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70155. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70156. vertexData.applyToMesh(dashedLines, options.updatable);
  70157. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70158. dashedLines._creationDataStorage.dashSize = dashSize;
  70159. dashedLines._creationDataStorage.gapSize = gapSize;
  70160. return dashedLines;
  70161. };
  70162. /**
  70163. * 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.
  70164. * * 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.
  70165. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70166. * * 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.
  70167. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70168. * * 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
  70169. * * 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
  70170. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70171. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70172. * * 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
  70173. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70175. * @param name defines the name of the mesh
  70176. * @param options defines the options used to create the mesh
  70177. * @param scene defines the hosting scene
  70178. * @returns the extruded shape mesh
  70179. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70180. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70181. */
  70182. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70183. if (scene === void 0) { scene = null; }
  70184. var path = options.path;
  70185. var shape = options.shape;
  70186. var scale = options.scale || 1;
  70187. var rotation = options.rotation || 0;
  70188. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70189. var updatable = options.updatable;
  70190. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70191. var instance = options.instance || null;
  70192. var invertUV = options.invertUV || false;
  70193. 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);
  70194. };
  70195. /**
  70196. * Creates an custom extruded shape mesh.
  70197. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70198. * * 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.
  70199. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70200. * * 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
  70201. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70202. * * 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
  70203. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70204. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70205. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70206. * * 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
  70207. * * 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
  70208. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70209. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70210. * * 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
  70211. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70212. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70213. * @param name defines the name of the mesh
  70214. * @param options defines the options used to create the mesh
  70215. * @param scene defines the hosting scene
  70216. * @returns the custom extruded shape mesh
  70217. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70218. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70219. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70220. */
  70221. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70222. var path = options.path;
  70223. var shape = options.shape;
  70224. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70225. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70226. var ribbonCloseArray = options.ribbonCloseArray || false;
  70227. var ribbonClosePath = options.ribbonClosePath || false;
  70228. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70229. var updatable = options.updatable;
  70230. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70231. var instance = options.instance;
  70232. var invertUV = options.invertUV || false;
  70233. 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);
  70234. };
  70235. /**
  70236. * Creates lathe mesh.
  70237. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70238. * * 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
  70239. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70240. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70241. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70242. * * 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
  70243. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70244. * * 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
  70245. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70246. * * 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
  70247. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70248. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70249. * @param name defines the name of the mesh
  70250. * @param options defines the options used to create the mesh
  70251. * @param scene defines the hosting scene
  70252. * @returns the lathe mesh
  70253. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70254. */
  70255. MeshBuilder.CreateLathe = function (name, options, scene) {
  70256. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70257. var closed = (options.closed === undefined) ? true : options.closed;
  70258. var shape = options.shape;
  70259. var radius = options.radius || 1;
  70260. var tessellation = options.tessellation || 64;
  70261. var clip = options.clip || 0;
  70262. var updatable = options.updatable;
  70263. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70264. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70265. var pi2 = Math.PI * 2;
  70266. var paths = new Array();
  70267. var invertUV = options.invertUV || false;
  70268. var i = 0;
  70269. var p = 0;
  70270. var step = pi2 / tessellation * arc;
  70271. var rotated;
  70272. var path = new Array();
  70273. for (i = 0; i <= tessellation - clip; i++) {
  70274. var path = [];
  70275. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70276. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70277. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70278. }
  70279. for (p = 0; p < shape.length; p++) {
  70280. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70281. path.push(rotated);
  70282. }
  70283. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70284. 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));
  70285. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70286. }
  70287. paths.push(path);
  70288. }
  70289. // lathe ribbon
  70290. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70291. return lathe;
  70292. };
  70293. /**
  70294. * Creates a plane mesh
  70295. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70296. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70297. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70299. * * 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
  70300. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70301. * @param name defines the name of the mesh
  70302. * @param options defines the options used to create the mesh
  70303. * @param scene defines the hosting scene
  70304. * @returns the plane mesh
  70305. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70306. */
  70307. MeshBuilder.CreatePlane = function (name, options, scene) {
  70308. var plane = new BABYLON.Mesh(name, scene);
  70309. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70310. plane._originalBuilderSideOrientation = options.sideOrientation;
  70311. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70312. vertexData.applyToMesh(plane, options.updatable);
  70313. if (options.sourcePlane) {
  70314. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70315. plane.setDirection(options.sourcePlane.normal);
  70316. }
  70317. return plane;
  70318. };
  70319. /**
  70320. * Creates a ground mesh
  70321. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70322. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70323. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70324. * @param name defines the name of the mesh
  70325. * @param options defines the options used to create the mesh
  70326. * @param scene defines the hosting scene
  70327. * @returns the ground mesh
  70328. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70329. */
  70330. MeshBuilder.CreateGround = function (name, options, scene) {
  70331. var ground = new BABYLON.GroundMesh(name, scene);
  70332. ground._setReady(false);
  70333. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70334. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70335. ground._width = options.width || 1;
  70336. ground._height = options.height || 1;
  70337. ground._maxX = ground._width / 2;
  70338. ground._maxZ = ground._height / 2;
  70339. ground._minX = -ground._maxX;
  70340. ground._minZ = -ground._maxZ;
  70341. var vertexData = BABYLON.VertexData.CreateGround(options);
  70342. vertexData.applyToMesh(ground, options.updatable);
  70343. ground._setReady(true);
  70344. return ground;
  70345. };
  70346. /**
  70347. * Creates a tiled ground mesh
  70348. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70349. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70350. * * 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
  70351. * * 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
  70352. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70353. * @param name defines the name of the mesh
  70354. * @param options defines the options used to create the mesh
  70355. * @param scene defines the hosting scene
  70356. * @returns the tiled ground mesh
  70357. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70358. */
  70359. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70360. var tiledGround = new BABYLON.Mesh(name, scene);
  70361. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70362. vertexData.applyToMesh(tiledGround, options.updatable);
  70363. return tiledGround;
  70364. };
  70365. /**
  70366. * Creates a ground mesh from a height map
  70367. * * The parameter `url` sets the URL of the height map image resource.
  70368. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70369. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70370. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70371. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70372. * * 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.
  70373. * * 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).
  70374. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70375. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70376. * @param name defines the name of the mesh
  70377. * @param url defines the url to the height map
  70378. * @param options defines the options used to create the mesh
  70379. * @param scene defines the hosting scene
  70380. * @returns the ground mesh
  70381. * @see https://doc.babylonjs.com/babylon101/height_map
  70382. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70383. */
  70384. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70385. var width = options.width || 10.0;
  70386. var height = options.height || 10.0;
  70387. var subdivisions = options.subdivisions || 1 | 0;
  70388. var minHeight = options.minHeight || 0.0;
  70389. var maxHeight = options.maxHeight || 1.0;
  70390. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70391. var alphaFilter = options.alphaFilter || 0.0;
  70392. var updatable = options.updatable;
  70393. var onReady = options.onReady;
  70394. var ground = new BABYLON.GroundMesh(name, scene);
  70395. ground._subdivisionsX = subdivisions;
  70396. ground._subdivisionsY = subdivisions;
  70397. ground._width = width;
  70398. ground._height = height;
  70399. ground._maxX = ground._width / 2.0;
  70400. ground._maxZ = ground._height / 2.0;
  70401. ground._minX = -ground._maxX;
  70402. ground._minZ = -ground._maxZ;
  70403. ground._setReady(false);
  70404. var onload = function (img) {
  70405. // Getting height map data
  70406. var canvas = document.createElement("canvas");
  70407. var context = canvas.getContext("2d");
  70408. if (!context) {
  70409. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70410. }
  70411. if (scene.isDisposed) {
  70412. return;
  70413. }
  70414. var bufferWidth = img.width;
  70415. var bufferHeight = img.height;
  70416. canvas.width = bufferWidth;
  70417. canvas.height = bufferHeight;
  70418. context.drawImage(img, 0, 0);
  70419. // Create VertexData from map data
  70420. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70421. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70422. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70423. width: width, height: height,
  70424. subdivisions: subdivisions,
  70425. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70426. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70427. alphaFilter: alphaFilter
  70428. });
  70429. vertexData.applyToMesh(ground, updatable);
  70430. //execute ready callback, if set
  70431. if (onReady) {
  70432. onReady(ground);
  70433. }
  70434. ground._setReady(true);
  70435. };
  70436. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70437. return ground;
  70438. };
  70439. /**
  70440. * Creates a polygon mesh
  70441. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70442. * * 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
  70443. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70445. * * 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)
  70446. * * Remember you can only change the shape positions, not their number when updating a polygon
  70447. * @param name defines the name of the mesh
  70448. * @param options defines the options used to create the mesh
  70449. * @param scene defines the hosting scene
  70450. * @returns the polygon mesh
  70451. */
  70452. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70453. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70454. var shape = options.shape;
  70455. var holes = options.holes || [];
  70456. var depth = options.depth || 0;
  70457. var contours = [];
  70458. var hole = [];
  70459. for (var i = 0; i < shape.length; i++) {
  70460. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70461. }
  70462. var epsilon = 0.00000001;
  70463. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70464. contours.pop();
  70465. }
  70466. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70467. for (var hNb = 0; hNb < holes.length; hNb++) {
  70468. hole = [];
  70469. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70470. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70471. }
  70472. polygonTriangulation.addHole(hole);
  70473. }
  70474. var polygon = polygonTriangulation.build(options.updatable, depth);
  70475. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70476. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70477. vertexData.applyToMesh(polygon, options.updatable);
  70478. return polygon;
  70479. };
  70480. /**
  70481. * Creates an extruded polygon mesh, with depth in the Y direction.
  70482. * * 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)
  70483. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70484. * @param name defines the name of the mesh
  70485. * @param options defines the options used to create the mesh
  70486. * @param scene defines the hosting scene
  70487. * @returns the polygon mesh
  70488. */
  70489. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70490. return MeshBuilder.CreatePolygon(name, options, scene);
  70491. };
  70492. /**
  70493. * Creates a tube mesh.
  70494. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70495. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70496. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70497. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70498. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70499. * * 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)
  70500. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70501. * * 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
  70502. * * 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
  70503. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70504. * * 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
  70505. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70506. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70507. * @param name defines the name of the mesh
  70508. * @param options defines the options used to create the mesh
  70509. * @param scene defines the hosting scene
  70510. * @returns the tube mesh
  70511. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70512. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70513. */
  70514. MeshBuilder.CreateTube = function (name, options, scene) {
  70515. var path = options.path;
  70516. var instance = options.instance;
  70517. var radius = 1.0;
  70518. if (options.radius !== undefined) {
  70519. radius = options.radius;
  70520. }
  70521. else if (instance) {
  70522. radius = instance._creationDataStorage.radius;
  70523. }
  70524. var tessellation = options.tessellation || 64 | 0;
  70525. var radiusFunction = options.radiusFunction || null;
  70526. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70527. var invertUV = options.invertUV || false;
  70528. var updatable = options.updatable;
  70529. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70530. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70531. // tube geometry
  70532. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70533. var tangents = path3D.getTangents();
  70534. var normals = path3D.getNormals();
  70535. var distances = path3D.getDistances();
  70536. var pi2 = Math.PI * 2;
  70537. var step = pi2 / tessellation * arc;
  70538. var returnRadius = function () { return radius; };
  70539. var radiusFunctionFinal = radiusFunction || returnRadius;
  70540. var circlePath;
  70541. var rad;
  70542. var normal;
  70543. var rotated;
  70544. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70545. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70546. for (var i = 0; i < path.length; i++) {
  70547. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70548. circlePath = Array(); // current circle array
  70549. normal = normals[i]; // current normal
  70550. for (var t = 0; t < tessellation; t++) {
  70551. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70552. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70553. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70554. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70555. circlePath[t] = rotated;
  70556. }
  70557. circlePaths[index] = circlePath;
  70558. index++;
  70559. }
  70560. // cap
  70561. var capPath = function (nbPoints, pathIndex) {
  70562. var pointCap = Array();
  70563. for (var i = 0; i < nbPoints; i++) {
  70564. pointCap.push(path[pathIndex]);
  70565. }
  70566. return pointCap;
  70567. };
  70568. switch (cap) {
  70569. case BABYLON.Mesh.NO_CAP:
  70570. break;
  70571. case BABYLON.Mesh.CAP_START:
  70572. circlePaths[0] = capPath(tessellation, 0);
  70573. circlePaths[1] = circlePaths[2].slice(0);
  70574. break;
  70575. case BABYLON.Mesh.CAP_END:
  70576. circlePaths[index] = circlePaths[index - 1].slice(0);
  70577. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70578. break;
  70579. case BABYLON.Mesh.CAP_ALL:
  70580. circlePaths[0] = capPath(tessellation, 0);
  70581. circlePaths[1] = circlePaths[2].slice(0);
  70582. circlePaths[index] = circlePaths[index - 1].slice(0);
  70583. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70584. break;
  70585. default:
  70586. break;
  70587. }
  70588. return circlePaths;
  70589. };
  70590. var path3D;
  70591. var pathArray;
  70592. if (instance) { // tube update
  70593. var storage = instance._creationDataStorage;
  70594. var arc = options.arc || storage.arc;
  70595. path3D = storage.path3D.update(path);
  70596. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70597. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70598. // Update mode, no need to recreate the storage.
  70599. storage.path3D = path3D;
  70600. storage.pathArray = pathArray;
  70601. storage.arc = arc;
  70602. storage.radius = radius;
  70603. return instance;
  70604. }
  70605. // tube creation
  70606. path3D = new BABYLON.Path3D(path);
  70607. var newPathArray = new Array();
  70608. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70609. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70610. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70611. tube._creationDataStorage.pathArray = pathArray;
  70612. tube._creationDataStorage.path3D = path3D;
  70613. tube._creationDataStorage.tessellation = tessellation;
  70614. tube._creationDataStorage.cap = cap;
  70615. tube._creationDataStorage.arc = options.arc;
  70616. tube._creationDataStorage.radius = radius;
  70617. return tube;
  70618. };
  70619. /**
  70620. * Creates a polyhedron mesh
  70621. * * 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
  70622. * * The parameter `size` (positive float, default 1) sets the polygon size
  70623. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70624. * * 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`
  70625. * * 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
  70626. * * 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)`)
  70627. * * 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
  70628. * * 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
  70629. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70630. * * 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
  70631. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70632. * @param name defines the name of the mesh
  70633. * @param options defines the options used to create the mesh
  70634. * @param scene defines the hosting scene
  70635. * @returns the polyhedron mesh
  70636. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70637. */
  70638. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70639. var polyhedron = new BABYLON.Mesh(name, scene);
  70640. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70641. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70642. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70643. vertexData.applyToMesh(polyhedron, options.updatable);
  70644. return polyhedron;
  70645. };
  70646. /**
  70647. * Creates a decal mesh.
  70648. * 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
  70649. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70650. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70651. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70652. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70653. * @param name defines the name of the mesh
  70654. * @param sourceMesh defines the mesh where the decal must be applied
  70655. * @param options defines the options used to create the mesh
  70656. * @param scene defines the hosting scene
  70657. * @returns the decal mesh
  70658. * @see https://doc.babylonjs.com/how_to/decals
  70659. */
  70660. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70661. var indices = sourceMesh.getIndices();
  70662. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70663. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70664. var position = options.position || BABYLON.Vector3.Zero();
  70665. var normal = options.normal || BABYLON.Vector3.Up();
  70666. var size = options.size || BABYLON.Vector3.One();
  70667. var angle = options.angle || 0;
  70668. // Getting correct rotation
  70669. if (!normal) {
  70670. var target = new BABYLON.Vector3(0, 0, 1);
  70671. var camera = sourceMesh.getScene().activeCamera;
  70672. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70673. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70674. }
  70675. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70676. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70677. var pitch = Math.atan2(normal.y, len);
  70678. // Matrix
  70679. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70680. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70681. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70682. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70683. var vertexData = new BABYLON.VertexData();
  70684. vertexData.indices = [];
  70685. vertexData.positions = [];
  70686. vertexData.normals = [];
  70687. vertexData.uvs = [];
  70688. var currentVertexDataIndex = 0;
  70689. var extractDecalVector3 = function (indexId) {
  70690. var result = new BABYLON.PositionNormalVertex();
  70691. if (!indices || !positions || !normals) {
  70692. return result;
  70693. }
  70694. var vertexId = indices[indexId];
  70695. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70696. // Send vector to decal local world
  70697. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70698. // Get normal
  70699. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70700. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70701. return result;
  70702. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70703. var clip = function (vertices, axis) {
  70704. if (vertices.length === 0) {
  70705. return vertices;
  70706. }
  70707. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70708. var clipVertices = function (v0, v1) {
  70709. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70710. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70711. };
  70712. var result = new Array();
  70713. for (var index = 0; index < vertices.length; index += 3) {
  70714. var v1Out;
  70715. var v2Out;
  70716. var v3Out;
  70717. var total = 0;
  70718. var nV1 = null;
  70719. var nV2 = null;
  70720. var nV3 = null;
  70721. var nV4 = null;
  70722. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70723. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70724. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70725. v1Out = d1 > 0;
  70726. v2Out = d2 > 0;
  70727. v3Out = d3 > 0;
  70728. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70729. switch (total) {
  70730. case 0:
  70731. result.push(vertices[index]);
  70732. result.push(vertices[index + 1]);
  70733. result.push(vertices[index + 2]);
  70734. break;
  70735. case 1:
  70736. if (v1Out) {
  70737. nV1 = vertices[index + 1];
  70738. nV2 = vertices[index + 2];
  70739. nV3 = clipVertices(vertices[index], nV1);
  70740. nV4 = clipVertices(vertices[index], nV2);
  70741. }
  70742. if (v2Out) {
  70743. nV1 = vertices[index];
  70744. nV2 = vertices[index + 2];
  70745. nV3 = clipVertices(vertices[index + 1], nV1);
  70746. nV4 = clipVertices(vertices[index + 1], nV2);
  70747. result.push(nV3);
  70748. result.push(nV2.clone());
  70749. result.push(nV1.clone());
  70750. result.push(nV2.clone());
  70751. result.push(nV3.clone());
  70752. result.push(nV4);
  70753. break;
  70754. }
  70755. if (v3Out) {
  70756. nV1 = vertices[index];
  70757. nV2 = vertices[index + 1];
  70758. nV3 = clipVertices(vertices[index + 2], nV1);
  70759. nV4 = clipVertices(vertices[index + 2], nV2);
  70760. }
  70761. if (nV1 && nV2 && nV3 && nV4) {
  70762. result.push(nV1.clone());
  70763. result.push(nV2.clone());
  70764. result.push(nV3);
  70765. result.push(nV4);
  70766. result.push(nV3.clone());
  70767. result.push(nV2.clone());
  70768. }
  70769. break;
  70770. case 2:
  70771. if (!v1Out) {
  70772. nV1 = vertices[index].clone();
  70773. nV2 = clipVertices(nV1, vertices[index + 1]);
  70774. nV3 = clipVertices(nV1, vertices[index + 2]);
  70775. result.push(nV1);
  70776. result.push(nV2);
  70777. result.push(nV3);
  70778. }
  70779. if (!v2Out) {
  70780. nV1 = vertices[index + 1].clone();
  70781. nV2 = clipVertices(nV1, vertices[index + 2]);
  70782. nV3 = clipVertices(nV1, vertices[index]);
  70783. result.push(nV1);
  70784. result.push(nV2);
  70785. result.push(nV3);
  70786. }
  70787. if (!v3Out) {
  70788. nV1 = vertices[index + 2].clone();
  70789. nV2 = clipVertices(nV1, vertices[index]);
  70790. nV3 = clipVertices(nV1, vertices[index + 1]);
  70791. result.push(nV1);
  70792. result.push(nV2);
  70793. result.push(nV3);
  70794. }
  70795. break;
  70796. case 3:
  70797. break;
  70798. }
  70799. }
  70800. return result;
  70801. };
  70802. for (var index = 0; index < indices.length; index += 3) {
  70803. var faceVertices = new Array();
  70804. faceVertices.push(extractDecalVector3(index));
  70805. faceVertices.push(extractDecalVector3(index + 1));
  70806. faceVertices.push(extractDecalVector3(index + 2));
  70807. // Clip
  70808. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70809. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70810. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70811. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70812. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70813. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70814. if (faceVertices.length === 0) {
  70815. continue;
  70816. }
  70817. // Add UVs and get back to world
  70818. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70819. var vertex = faceVertices[vIndex];
  70820. //TODO check for Int32Array | Uint32Array | Uint16Array
  70821. vertexData.indices.push(currentVertexDataIndex);
  70822. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70823. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70824. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70825. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70826. currentVertexDataIndex++;
  70827. }
  70828. }
  70829. // Return mesh
  70830. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70831. vertexData.applyToMesh(decal);
  70832. decal.position = position.clone();
  70833. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70834. return decal;
  70835. };
  70836. // Privates
  70837. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70838. // extrusion geometry
  70839. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70840. var tangents = path3D.getTangents();
  70841. var normals = path3D.getNormals();
  70842. var binormals = path3D.getBinormals();
  70843. var distances = path3D.getDistances();
  70844. var angle = 0;
  70845. var returnScale = function () { return scale !== null ? scale : 1; };
  70846. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70847. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70848. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70849. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70850. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70851. for (var i = 0; i < curve.length; i++) {
  70852. var shapePath = new Array();
  70853. var angleStep = rotate(i, distances[i]);
  70854. var scaleRatio = scl(i, distances[i]);
  70855. for (var p = 0; p < shape.length; p++) {
  70856. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70857. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70858. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70859. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70860. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70861. shapePath[p] = rotated;
  70862. }
  70863. shapePaths[index] = shapePath;
  70864. angle += angleStep;
  70865. index++;
  70866. }
  70867. // cap
  70868. var capPath = function (shapePath) {
  70869. var pointCap = Array();
  70870. var barycenter = BABYLON.Vector3.Zero();
  70871. var i;
  70872. for (i = 0; i < shapePath.length; i++) {
  70873. barycenter.addInPlace(shapePath[i]);
  70874. }
  70875. barycenter.scaleInPlace(1.0 / shapePath.length);
  70876. for (i = 0; i < shapePath.length; i++) {
  70877. pointCap.push(barycenter);
  70878. }
  70879. return pointCap;
  70880. };
  70881. switch (cap) {
  70882. case BABYLON.Mesh.NO_CAP:
  70883. break;
  70884. case BABYLON.Mesh.CAP_START:
  70885. shapePaths[0] = capPath(shapePaths[2]);
  70886. shapePaths[1] = shapePaths[2];
  70887. break;
  70888. case BABYLON.Mesh.CAP_END:
  70889. shapePaths[index] = shapePaths[index - 1];
  70890. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70891. break;
  70892. case BABYLON.Mesh.CAP_ALL:
  70893. shapePaths[0] = capPath(shapePaths[2]);
  70894. shapePaths[1] = shapePaths[2];
  70895. shapePaths[index] = shapePaths[index - 1];
  70896. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70897. break;
  70898. default:
  70899. break;
  70900. }
  70901. return shapePaths;
  70902. };
  70903. var path3D;
  70904. var pathArray;
  70905. if (instance) { // instance update
  70906. var storage = instance._creationDataStorage;
  70907. path3D = storage.path3D.update(curve);
  70908. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70909. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70910. return instance;
  70911. }
  70912. // extruded shape creation
  70913. path3D = new BABYLON.Path3D(curve);
  70914. var newShapePaths = new Array();
  70915. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70916. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70917. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70918. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70919. extrudedGeneric._creationDataStorage.path3D = path3D;
  70920. extrudedGeneric._creationDataStorage.cap = cap;
  70921. return extrudedGeneric;
  70922. };
  70923. return MeshBuilder;
  70924. }());
  70925. BABYLON.MeshBuilder = MeshBuilder;
  70926. })(BABYLON || (BABYLON = {}));
  70927. //# sourceMappingURL=babylon.meshBuilder.js.map
  70928. var BABYLON;
  70929. (function (BABYLON) {
  70930. /**
  70931. * Draco compression (https://google.github.io/draco/)
  70932. *
  70933. * This class wraps the Draco module.
  70934. *
  70935. * **Encoder**
  70936. *
  70937. * The encoder is not currently implemented.
  70938. *
  70939. * **Decoder**
  70940. *
  70941. * 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.
  70942. *
  70943. * To update the configuration, use the following code:
  70944. * ```javascript
  70945. * BABYLON.DracoCompression.Configuration = {
  70946. * decoder: {
  70947. * wasmUrl: "<url to the WebAssembly library>",
  70948. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70949. * fallbackUrl: "<url to the fallback JavaScript library>",
  70950. * }
  70951. * };
  70952. * ```
  70953. *
  70954. * 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.
  70955. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70956. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70957. *
  70958. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70959. * ```javascript
  70960. * var dracoCompression = new BABYLON.DracoCompression();
  70961. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70962. * [BABYLON.VertexBuffer.PositionKind]: 0
  70963. * });
  70964. * ```
  70965. *
  70966. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70967. */
  70968. var DracoCompression = /** @class */ (function () {
  70969. /**
  70970. * Constructor
  70971. */
  70972. function DracoCompression() {
  70973. }
  70974. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70975. /**
  70976. * Returns true if the decoder is available.
  70977. */
  70978. get: function () {
  70979. if (typeof DracoDecoderModule !== "undefined") {
  70980. return true;
  70981. }
  70982. var decoder = DracoCompression.Configuration.decoder;
  70983. if (decoder) {
  70984. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70985. return true;
  70986. }
  70987. if (decoder.fallbackUrl) {
  70988. return true;
  70989. }
  70990. }
  70991. return false;
  70992. },
  70993. enumerable: true,
  70994. configurable: true
  70995. });
  70996. /**
  70997. * Stop all async operations and release resources.
  70998. */
  70999. DracoCompression.prototype.dispose = function () {
  71000. };
  71001. /**
  71002. * Decode Draco compressed mesh data to vertex data.
  71003. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71004. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71005. * @returns A promise that resolves with the decoded vertex data
  71006. */
  71007. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71008. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71009. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71010. var module = wrappedModule.module;
  71011. var vertexData = new BABYLON.VertexData();
  71012. var buffer = new module.DecoderBuffer();
  71013. buffer.Init(dataView, dataView.byteLength);
  71014. var decoder = new module.Decoder();
  71015. var geometry;
  71016. var status;
  71017. try {
  71018. var type = decoder.GetEncodedGeometryType(buffer);
  71019. switch (type) {
  71020. case module.TRIANGULAR_MESH:
  71021. geometry = new module.Mesh();
  71022. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71023. break;
  71024. case module.POINT_CLOUD:
  71025. geometry = new module.PointCloud();
  71026. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71027. break;
  71028. default:
  71029. throw new Error("Invalid geometry type " + type);
  71030. }
  71031. if (!status.ok() || !geometry.ptr) {
  71032. throw new Error(status.error_msg());
  71033. }
  71034. var numPoints = geometry.num_points();
  71035. if (type === module.TRIANGULAR_MESH) {
  71036. var numFaces = geometry.num_faces();
  71037. var faceIndices = new module.DracoInt32Array();
  71038. try {
  71039. var indices = new Uint32Array(numFaces * 3);
  71040. for (var i = 0; i < numFaces; i++) {
  71041. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71042. var offset = i * 3;
  71043. indices[offset + 0] = faceIndices.GetValue(0);
  71044. indices[offset + 1] = faceIndices.GetValue(1);
  71045. indices[offset + 2] = faceIndices.GetValue(2);
  71046. }
  71047. vertexData.indices = indices;
  71048. }
  71049. finally {
  71050. module.destroy(faceIndices);
  71051. }
  71052. }
  71053. for (var kind in attributes) {
  71054. var uniqueId = attributes[kind];
  71055. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71056. var dracoData = new module.DracoFloat32Array();
  71057. try {
  71058. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71059. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71060. for (var i = 0; i < babylonData.length; i++) {
  71061. babylonData[i] = dracoData.GetValue(i);
  71062. }
  71063. vertexData.set(babylonData, kind);
  71064. }
  71065. finally {
  71066. module.destroy(dracoData);
  71067. }
  71068. }
  71069. }
  71070. finally {
  71071. if (geometry) {
  71072. module.destroy(geometry);
  71073. }
  71074. module.destroy(decoder);
  71075. module.destroy(buffer);
  71076. }
  71077. return vertexData;
  71078. });
  71079. };
  71080. DracoCompression._GetDecoderModule = function () {
  71081. if (!DracoCompression._DecoderModulePromise) {
  71082. var promise = null;
  71083. var config_1 = {};
  71084. if (typeof DracoDecoderModule !== "undefined") {
  71085. promise = Promise.resolve();
  71086. }
  71087. else {
  71088. var decoder = DracoCompression.Configuration.decoder;
  71089. if (decoder) {
  71090. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71091. promise = Promise.all([
  71092. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71093. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71094. config_1.wasmBinary = data;
  71095. })
  71096. ]);
  71097. }
  71098. else if (decoder.fallbackUrl) {
  71099. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71100. }
  71101. }
  71102. }
  71103. if (!promise) {
  71104. throw new Error("Draco decoder module is not available");
  71105. }
  71106. DracoCompression._DecoderModulePromise = promise.then(function () {
  71107. return new Promise(function (resolve) {
  71108. config_1.onModuleLoaded = function (decoderModule) {
  71109. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71110. resolve({ module: decoderModule });
  71111. };
  71112. DracoDecoderModule(config_1);
  71113. });
  71114. });
  71115. }
  71116. return DracoCompression._DecoderModulePromise;
  71117. };
  71118. DracoCompression._LoadScriptAsync = function (url) {
  71119. return new Promise(function (resolve, reject) {
  71120. BABYLON.Tools.LoadScript(url, function () {
  71121. resolve();
  71122. }, function (message) {
  71123. reject(new Error(message));
  71124. });
  71125. });
  71126. };
  71127. DracoCompression._LoadFileAsync = function (url) {
  71128. return new Promise(function (resolve, reject) {
  71129. BABYLON.Tools.LoadFile(url, function (data) {
  71130. resolve(data);
  71131. }, undefined, undefined, true, function (request, exception) {
  71132. reject(exception);
  71133. });
  71134. });
  71135. };
  71136. /**
  71137. * The configuration. Defaults to the following urls:
  71138. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71139. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71140. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71141. */
  71142. DracoCompression.Configuration = {
  71143. decoder: {
  71144. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71145. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71146. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71147. }
  71148. };
  71149. return DracoCompression;
  71150. }());
  71151. BABYLON.DracoCompression = DracoCompression;
  71152. })(BABYLON || (BABYLON = {}));
  71153. //# sourceMappingURL=babylon.dracoCompression.js.map
  71154. var BABYLON;
  71155. (function (BABYLON) {
  71156. // Sets the default audio engine to Babylon.js
  71157. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71158. /**
  71159. * This represents the default audio engine used in babylon.
  71160. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71162. */
  71163. var AudioEngine = /** @class */ (function () {
  71164. /**
  71165. * Instantiates a new audio engine.
  71166. *
  71167. * There should be only one per page as some browsers restrict the number
  71168. * of audio contexts you can create.
  71169. * @param hostElement defines the host element where to display the mute icon if necessary
  71170. */
  71171. function AudioEngine(hostElement) {
  71172. if (hostElement === void 0) { hostElement = null; }
  71173. var _this = this;
  71174. this._audioContext = null;
  71175. this._audioContextInitialized = false;
  71176. this._muteButton = null;
  71177. /**
  71178. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71179. */
  71180. this.canUseWebAudio = false;
  71181. /**
  71182. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71183. * @ignoreNaming
  71184. */
  71185. this.WarnedWebAudioUnsupported = false;
  71186. /**
  71187. * Gets whether or not mp3 are supported by your browser.
  71188. */
  71189. this.isMP3supported = false;
  71190. /**
  71191. * Gets whether or not ogg are supported by your browser.
  71192. */
  71193. this.isOGGsupported = false;
  71194. /**
  71195. * Gets whether audio has been unlocked on the device.
  71196. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71197. * a user interaction has happened.
  71198. */
  71199. this.unlocked = true;
  71200. /**
  71201. * Defines if the audio engine relies on a custom unlocked button.
  71202. * In this case, the embedded button will not be displayed.
  71203. */
  71204. this.useCustomUnlockedButton = false;
  71205. /**
  71206. * Event raised when audio has been unlocked on the browser.
  71207. */
  71208. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71209. /**
  71210. * Event raised when audio has been locked on the browser.
  71211. */
  71212. this.onAudioLockedObservable = new BABYLON.Observable();
  71213. this._tryToRun = false;
  71214. this._onResize = function () {
  71215. _this._moveButtonToTopLeft();
  71216. };
  71217. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71218. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71219. this.canUseWebAudio = true;
  71220. }
  71221. var audioElem = document.createElement('audio');
  71222. this._hostElement = hostElement;
  71223. try {
  71224. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71225. this.isMP3supported = true;
  71226. }
  71227. }
  71228. catch (e) {
  71229. // protect error during capability check.
  71230. }
  71231. try {
  71232. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71233. this.isOGGsupported = true;
  71234. }
  71235. }
  71236. catch (e) {
  71237. // protect error during capability check.
  71238. }
  71239. }
  71240. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71241. /**
  71242. * Gets the current AudioContext if available.
  71243. */
  71244. get: function () {
  71245. if (!this._audioContextInitialized) {
  71246. this._initializeAudioContext();
  71247. }
  71248. else {
  71249. if (!this.unlocked && !this._muteButton) {
  71250. this._displayMuteButton();
  71251. }
  71252. }
  71253. return this._audioContext;
  71254. },
  71255. enumerable: true,
  71256. configurable: true
  71257. });
  71258. /**
  71259. * Flags the audio engine in Locked state.
  71260. * This happens due to new browser policies preventing audio to autoplay.
  71261. */
  71262. AudioEngine.prototype.lock = function () {
  71263. this._triggerSuspendedState();
  71264. };
  71265. /**
  71266. * Unlocks the audio engine once a user action has been done on the dom.
  71267. * This is helpful to resume play once browser policies have been satisfied.
  71268. */
  71269. AudioEngine.prototype.unlock = function () {
  71270. this._triggerRunningState();
  71271. };
  71272. AudioEngine.prototype._resumeAudioContext = function () {
  71273. var result;
  71274. if (this._audioContext.resume) {
  71275. result = this._audioContext.resume();
  71276. }
  71277. return result || Promise.resolve();
  71278. };
  71279. AudioEngine.prototype._initializeAudioContext = function () {
  71280. try {
  71281. if (this.canUseWebAudio) {
  71282. this._audioContext = new AudioContext();
  71283. // create a global volume gain node
  71284. this.masterGain = this._audioContext.createGain();
  71285. this.masterGain.gain.value = 1;
  71286. this.masterGain.connect(this._audioContext.destination);
  71287. this._audioContextInitialized = true;
  71288. if (this._audioContext.state === "running") {
  71289. // Do not wait for the promise to unlock.
  71290. this._triggerRunningState();
  71291. }
  71292. }
  71293. }
  71294. catch (e) {
  71295. this.canUseWebAudio = false;
  71296. BABYLON.Tools.Error("Web Audio: " + e.message);
  71297. }
  71298. };
  71299. AudioEngine.prototype._triggerRunningState = function () {
  71300. var _this = this;
  71301. if (this._tryToRun) {
  71302. return;
  71303. }
  71304. this._tryToRun = true;
  71305. this._resumeAudioContext()
  71306. .then(function () {
  71307. _this._tryToRun = false;
  71308. if (_this._muteButton) {
  71309. _this._hideMuteButton();
  71310. }
  71311. }).catch(function () {
  71312. _this._tryToRun = false;
  71313. _this.unlocked = false;
  71314. });
  71315. // Notify users that the audio stack is unlocked/unmuted
  71316. this.unlocked = true;
  71317. this.onAudioUnlockedObservable.notifyObservers(this);
  71318. };
  71319. AudioEngine.prototype._triggerSuspendedState = function () {
  71320. this.unlocked = false;
  71321. this.onAudioLockedObservable.notifyObservers(this);
  71322. this._displayMuteButton();
  71323. };
  71324. AudioEngine.prototype._displayMuteButton = function () {
  71325. var _this = this;
  71326. if (this.useCustomUnlockedButton) {
  71327. return;
  71328. }
  71329. this._muteButton = document.createElement("BUTTON");
  71330. this._muteButton.className = "babylonUnmuteIcon";
  71331. this._muteButton.id = "babylonUnmuteIconBtn";
  71332. this._muteButton.title = "Unmute";
  71333. 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) }";
  71334. var style = document.createElement('style');
  71335. style.appendChild(document.createTextNode(css));
  71336. document.getElementsByTagName('head')[0].appendChild(style);
  71337. document.body.appendChild(this._muteButton);
  71338. this._moveButtonToTopLeft();
  71339. this._muteButton.addEventListener('touchend', function () {
  71340. _this._triggerRunningState();
  71341. }, true);
  71342. this._muteButton.addEventListener('click', function () {
  71343. _this._triggerRunningState();
  71344. }, true);
  71345. window.addEventListener("resize", this._onResize);
  71346. };
  71347. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71348. if (this._hostElement && this._muteButton) {
  71349. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71350. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71351. }
  71352. };
  71353. AudioEngine.prototype._hideMuteButton = function () {
  71354. if (this._muteButton) {
  71355. document.body.removeChild(this._muteButton);
  71356. this._muteButton = null;
  71357. }
  71358. };
  71359. /**
  71360. * Destroy and release the resources associated with the audio ccontext.
  71361. */
  71362. AudioEngine.prototype.dispose = function () {
  71363. if (this.canUseWebAudio && this._audioContextInitialized) {
  71364. if (this._connectedAnalyser && this._audioContext) {
  71365. this._connectedAnalyser.stopDebugCanvas();
  71366. this._connectedAnalyser.dispose();
  71367. this.masterGain.disconnect();
  71368. this.masterGain.connect(this._audioContext.destination);
  71369. this._connectedAnalyser = null;
  71370. }
  71371. this.masterGain.gain.value = 1;
  71372. }
  71373. this.WarnedWebAudioUnsupported = false;
  71374. this._hideMuteButton();
  71375. window.removeEventListener("resize", this._onResize);
  71376. this.onAudioUnlockedObservable.clear();
  71377. this.onAudioLockedObservable.clear();
  71378. };
  71379. /**
  71380. * Gets the global volume sets on the master gain.
  71381. * @returns the global volume if set or -1 otherwise
  71382. */
  71383. AudioEngine.prototype.getGlobalVolume = function () {
  71384. if (this.canUseWebAudio && this._audioContextInitialized) {
  71385. return this.masterGain.gain.value;
  71386. }
  71387. else {
  71388. return -1;
  71389. }
  71390. };
  71391. /**
  71392. * Sets the global volume of your experience (sets on the master gain).
  71393. * @param newVolume Defines the new global volume of the application
  71394. */
  71395. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71396. if (this.canUseWebAudio && this._audioContextInitialized) {
  71397. this.masterGain.gain.value = newVolume;
  71398. }
  71399. };
  71400. /**
  71401. * Connect the audio engine to an audio analyser allowing some amazing
  71402. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71403. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71404. * @param analyser The analyser to connect to the engine
  71405. */
  71406. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71407. if (this._connectedAnalyser) {
  71408. this._connectedAnalyser.stopDebugCanvas();
  71409. }
  71410. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71411. this._connectedAnalyser = analyser;
  71412. this.masterGain.disconnect();
  71413. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71414. }
  71415. };
  71416. return AudioEngine;
  71417. }());
  71418. BABYLON.AudioEngine = AudioEngine;
  71419. })(BABYLON || (BABYLON = {}));
  71420. //# sourceMappingURL=babylon.audioEngine.js.map
  71421. var BABYLON;
  71422. (function (BABYLON) {
  71423. /**
  71424. * Defines a sound that can be played in the application.
  71425. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71426. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71427. */
  71428. var Sound = /** @class */ (function () {
  71429. /**
  71430. * Create a sound and attach it to a scene
  71431. * @param name Name of your sound
  71432. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71433. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71434. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71435. */
  71436. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71437. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71438. var _this = this;
  71439. /**
  71440. * Does the sound autoplay once loaded.
  71441. */
  71442. this.autoplay = false;
  71443. /**
  71444. * Does the sound loop after it finishes playing once.
  71445. */
  71446. this.loop = false;
  71447. /**
  71448. * Does the sound use a custom attenuation curve to simulate the falloff
  71449. * happening when the source gets further away from the camera.
  71450. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71451. */
  71452. this.useCustomAttenuation = false;
  71453. /**
  71454. * Is this sound currently played.
  71455. */
  71456. this.isPlaying = false;
  71457. /**
  71458. * Is this sound currently paused.
  71459. */
  71460. this.isPaused = false;
  71461. /**
  71462. * Does this sound enables spatial sound.
  71463. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71464. */
  71465. this.spatialSound = false;
  71466. /**
  71467. * Define the reference distance the sound should be heard perfectly.
  71468. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71469. */
  71470. this.refDistance = 1;
  71471. /**
  71472. * Define the roll off factor of spatial sounds.
  71473. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71474. */
  71475. this.rolloffFactor = 1;
  71476. /**
  71477. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71478. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71479. */
  71480. this.maxDistance = 100;
  71481. /**
  71482. * Define the distance attenuation model the sound will follow.
  71483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71484. */
  71485. this.distanceModel = "linear";
  71486. /**
  71487. * Observable event when the current playing sound finishes.
  71488. */
  71489. this.onEndedObservable = new BABYLON.Observable();
  71490. this._panningModel = "equalpower";
  71491. this._playbackRate = 1;
  71492. this._streaming = false;
  71493. this._startTime = 0;
  71494. this._startOffset = 0;
  71495. this._position = BABYLON.Vector3.Zero();
  71496. /** @hidden */
  71497. this._positionInEmitterSpace = false;
  71498. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71499. this._volume = 1;
  71500. this._isReadyToPlay = false;
  71501. this._isDirectional = false;
  71502. // Used if you'd like to create a directional sound.
  71503. // If not set, the sound will be omnidirectional
  71504. this._coneInnerAngle = 360;
  71505. this._coneOuterAngle = 360;
  71506. this._coneOuterGain = 0;
  71507. this._isOutputConnected = false;
  71508. this._urlType = "Unknown";
  71509. this.name = name;
  71510. this._scene = scene;
  71511. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71512. if (!compo) {
  71513. compo = new BABYLON.AudioSceneComponent(scene);
  71514. scene._addComponent(compo);
  71515. }
  71516. this._readyToPlayCallback = readyToPlayCallback;
  71517. // Default custom attenuation function is a linear attenuation
  71518. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71519. if (currentDistance < maxDistance) {
  71520. return currentVolume * (1 - currentDistance / maxDistance);
  71521. }
  71522. else {
  71523. return 0;
  71524. }
  71525. };
  71526. if (options) {
  71527. this.autoplay = options.autoplay || false;
  71528. this.loop = options.loop || false;
  71529. // if volume === 0, we need another way to check this option
  71530. if (options.volume !== undefined) {
  71531. this._volume = options.volume;
  71532. }
  71533. this.spatialSound = options.spatialSound || false;
  71534. this.maxDistance = options.maxDistance || 100;
  71535. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71536. this.rolloffFactor = options.rolloffFactor || 1;
  71537. this.refDistance = options.refDistance || 1;
  71538. this.distanceModel = options.distanceModel || "linear";
  71539. this._playbackRate = options.playbackRate || 1;
  71540. this._streaming = options.streaming || false;
  71541. }
  71542. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71543. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71544. this._soundGain.gain.value = this._volume;
  71545. this._inputAudioNode = this._soundGain;
  71546. this._outputAudioNode = this._soundGain;
  71547. if (this.spatialSound) {
  71548. this._createSpatialParameters();
  71549. }
  71550. this._scene.mainSoundTrack.AddSound(this);
  71551. var validParameter = true;
  71552. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71553. if (urlOrArrayBuffer) {
  71554. try {
  71555. if (typeof (urlOrArrayBuffer) === "string") {
  71556. this._urlType = "String";
  71557. }
  71558. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71559. this._urlType = "ArrayBuffer";
  71560. }
  71561. else if (urlOrArrayBuffer instanceof MediaStream) {
  71562. this._urlType = "MediaStream";
  71563. }
  71564. else if (Array.isArray(urlOrArrayBuffer)) {
  71565. this._urlType = "Array";
  71566. }
  71567. var urls = [];
  71568. var codecSupportedFound = false;
  71569. switch (this._urlType) {
  71570. case "MediaStream":
  71571. this._streaming = true;
  71572. this._isReadyToPlay = true;
  71573. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71574. if (this.autoplay) {
  71575. this.play();
  71576. }
  71577. if (this._readyToPlayCallback) {
  71578. this._readyToPlayCallback();
  71579. }
  71580. break;
  71581. case "ArrayBuffer":
  71582. if (urlOrArrayBuffer.byteLength > 0) {
  71583. codecSupportedFound = true;
  71584. this._soundLoaded(urlOrArrayBuffer);
  71585. }
  71586. break;
  71587. case "String":
  71588. urls.push(urlOrArrayBuffer);
  71589. case "Array":
  71590. if (urls.length === 0) {
  71591. urls = urlOrArrayBuffer;
  71592. }
  71593. // If we found a supported format, we load it immediately and stop the loop
  71594. for (var i = 0; i < urls.length; i++) {
  71595. var url = urls[i];
  71596. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71597. codecSupportedFound = true;
  71598. }
  71599. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71600. codecSupportedFound = true;
  71601. }
  71602. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71603. codecSupportedFound = true;
  71604. }
  71605. if (url.indexOf("blob:") !== -1) {
  71606. codecSupportedFound = true;
  71607. }
  71608. if (codecSupportedFound) {
  71609. // Loading sound using XHR2
  71610. if (!this._streaming) {
  71611. this._scene._loadFile(url, function (data) {
  71612. _this._soundLoaded(data);
  71613. }, undefined, true, true, function (exception) {
  71614. if (exception) {
  71615. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71616. }
  71617. BABYLON.Tools.Error("Sound creation aborted.");
  71618. _this._scene.mainSoundTrack.RemoveSound(_this);
  71619. });
  71620. }
  71621. // Streaming sound using HTML5 Audio tag
  71622. else {
  71623. this._htmlAudioElement = new Audio(url);
  71624. this._htmlAudioElement.controls = false;
  71625. this._htmlAudioElement.loop = this.loop;
  71626. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71627. this._htmlAudioElement.preload = "auto";
  71628. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71629. _this._isReadyToPlay = true;
  71630. if (_this.autoplay) {
  71631. _this.play();
  71632. }
  71633. if (_this._readyToPlayCallback) {
  71634. _this._readyToPlayCallback();
  71635. }
  71636. });
  71637. document.body.appendChild(this._htmlAudioElement);
  71638. this._htmlAudioElement.load();
  71639. }
  71640. break;
  71641. }
  71642. }
  71643. break;
  71644. default:
  71645. validParameter = false;
  71646. break;
  71647. }
  71648. if (!validParameter) {
  71649. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71650. }
  71651. else {
  71652. if (!codecSupportedFound) {
  71653. this._isReadyToPlay = true;
  71654. // Simulating a ready to play event to avoid breaking code path
  71655. if (this._readyToPlayCallback) {
  71656. window.setTimeout(function () {
  71657. if (_this._readyToPlayCallback) {
  71658. _this._readyToPlayCallback();
  71659. }
  71660. }, 1000);
  71661. }
  71662. }
  71663. }
  71664. }
  71665. catch (ex) {
  71666. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71667. this._scene.mainSoundTrack.RemoveSound(this);
  71668. }
  71669. }
  71670. }
  71671. else {
  71672. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71673. this._scene.mainSoundTrack.AddSound(this);
  71674. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71675. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71676. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71677. }
  71678. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71679. if (this._readyToPlayCallback) {
  71680. window.setTimeout(function () {
  71681. if (_this._readyToPlayCallback) {
  71682. _this._readyToPlayCallback();
  71683. }
  71684. }, 1000);
  71685. }
  71686. }
  71687. }
  71688. /**
  71689. * Release the sound and its associated resources
  71690. */
  71691. Sound.prototype.dispose = function () {
  71692. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71693. if (this.isPlaying) {
  71694. this.stop();
  71695. }
  71696. this._isReadyToPlay = false;
  71697. if (this.soundTrackId === -1) {
  71698. this._scene.mainSoundTrack.RemoveSound(this);
  71699. }
  71700. else if (this._scene.soundTracks) {
  71701. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71702. }
  71703. if (this._soundGain) {
  71704. this._soundGain.disconnect();
  71705. this._soundGain = null;
  71706. }
  71707. if (this._soundPanner) {
  71708. this._soundPanner.disconnect();
  71709. this._soundPanner = null;
  71710. }
  71711. if (this._soundSource) {
  71712. this._soundSource.disconnect();
  71713. this._soundSource = null;
  71714. }
  71715. this._audioBuffer = null;
  71716. if (this._htmlAudioElement) {
  71717. this._htmlAudioElement.pause();
  71718. this._htmlAudioElement.src = "";
  71719. document.body.removeChild(this._htmlAudioElement);
  71720. }
  71721. if (this._streamingSource) {
  71722. this._streamingSource.disconnect();
  71723. }
  71724. if (this._connectedTransformNode && this._registerFunc) {
  71725. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71726. this._connectedTransformNode = null;
  71727. }
  71728. }
  71729. };
  71730. /**
  71731. * Gets if the sounds is ready to be played or not.
  71732. * @returns true if ready, otherwise false
  71733. */
  71734. Sound.prototype.isReady = function () {
  71735. return this._isReadyToPlay;
  71736. };
  71737. Sound.prototype._soundLoaded = function (audioData) {
  71738. var _this = this;
  71739. if (!BABYLON.Engine.audioEngine.audioContext) {
  71740. return;
  71741. }
  71742. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71743. _this._audioBuffer = buffer;
  71744. _this._isReadyToPlay = true;
  71745. if (_this.autoplay) {
  71746. _this.play();
  71747. }
  71748. if (_this._readyToPlayCallback) {
  71749. _this._readyToPlayCallback();
  71750. }
  71751. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71752. };
  71753. /**
  71754. * Sets the data of the sound from an audiobuffer
  71755. * @param audioBuffer The audioBuffer containing the data
  71756. */
  71757. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71758. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71759. this._audioBuffer = audioBuffer;
  71760. this._isReadyToPlay = true;
  71761. }
  71762. };
  71763. /**
  71764. * Updates the current sounds options such as maxdistance, loop...
  71765. * @param options A JSON object containing values named as the object properties
  71766. */
  71767. Sound.prototype.updateOptions = function (options) {
  71768. if (options) {
  71769. this.loop = options.loop || this.loop;
  71770. this.maxDistance = options.maxDistance || this.maxDistance;
  71771. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71772. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71773. this.refDistance = options.refDistance || this.refDistance;
  71774. this.distanceModel = options.distanceModel || this.distanceModel;
  71775. this._playbackRate = options.playbackRate || this._playbackRate;
  71776. this._updateSpatialParameters();
  71777. if (this.isPlaying) {
  71778. if (this._streaming && this._htmlAudioElement) {
  71779. this._htmlAudioElement.playbackRate = this._playbackRate;
  71780. }
  71781. else {
  71782. if (this._soundSource) {
  71783. this._soundSource.playbackRate.value = this._playbackRate;
  71784. }
  71785. }
  71786. }
  71787. }
  71788. };
  71789. Sound.prototype._createSpatialParameters = function () {
  71790. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71791. if (this._scene.headphone) {
  71792. this._panningModel = "HRTF";
  71793. }
  71794. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71795. this._updateSpatialParameters();
  71796. this._soundPanner.connect(this._outputAudioNode);
  71797. this._inputAudioNode = this._soundPanner;
  71798. }
  71799. };
  71800. Sound.prototype._updateSpatialParameters = function () {
  71801. if (this.spatialSound && this._soundPanner) {
  71802. if (this.useCustomAttenuation) {
  71803. // Tricks to disable in a way embedded Web Audio attenuation
  71804. this._soundPanner.distanceModel = "linear";
  71805. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71806. this._soundPanner.refDistance = 1;
  71807. this._soundPanner.rolloffFactor = 1;
  71808. this._soundPanner.panningModel = this._panningModel;
  71809. }
  71810. else {
  71811. this._soundPanner.distanceModel = this.distanceModel;
  71812. this._soundPanner.maxDistance = this.maxDistance;
  71813. this._soundPanner.refDistance = this.refDistance;
  71814. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71815. this._soundPanner.panningModel = this._panningModel;
  71816. }
  71817. }
  71818. };
  71819. /**
  71820. * Switch the panning model to HRTF:
  71821. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71822. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71823. */
  71824. Sound.prototype.switchPanningModelToHRTF = function () {
  71825. this._panningModel = "HRTF";
  71826. this._switchPanningModel();
  71827. };
  71828. /**
  71829. * Switch the panning model to Equal Power:
  71830. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71831. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71832. */
  71833. Sound.prototype.switchPanningModelToEqualPower = function () {
  71834. this._panningModel = "equalpower";
  71835. this._switchPanningModel();
  71836. };
  71837. Sound.prototype._switchPanningModel = function () {
  71838. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71839. this._soundPanner.panningModel = this._panningModel;
  71840. }
  71841. };
  71842. /**
  71843. * Connect this sound to a sound track audio node like gain...
  71844. * @param soundTrackAudioNode the sound track audio node to connect to
  71845. */
  71846. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71847. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71848. if (this._isOutputConnected) {
  71849. this._outputAudioNode.disconnect();
  71850. }
  71851. this._outputAudioNode.connect(soundTrackAudioNode);
  71852. this._isOutputConnected = true;
  71853. }
  71854. };
  71855. /**
  71856. * Transform this sound into a directional source
  71857. * @param coneInnerAngle Size of the inner cone in degree
  71858. * @param coneOuterAngle Size of the outer cone in degree
  71859. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71860. */
  71861. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71862. if (coneOuterAngle < coneInnerAngle) {
  71863. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71864. return;
  71865. }
  71866. this._coneInnerAngle = coneInnerAngle;
  71867. this._coneOuterAngle = coneOuterAngle;
  71868. this._coneOuterGain = coneOuterGain;
  71869. this._isDirectional = true;
  71870. if (this.isPlaying && this.loop) {
  71871. this.stop();
  71872. this.play();
  71873. }
  71874. };
  71875. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71876. /**
  71877. * Gets or sets the inner angle for the directional cone.
  71878. */
  71879. get: function () {
  71880. return this._coneInnerAngle;
  71881. },
  71882. /**
  71883. * Gets or sets the inner angle for the directional cone.
  71884. */
  71885. set: function (value) {
  71886. if (value != this._coneInnerAngle) {
  71887. if (this._coneOuterAngle < value) {
  71888. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71889. return;
  71890. }
  71891. this._coneInnerAngle = value;
  71892. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71893. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71894. }
  71895. }
  71896. },
  71897. enumerable: true,
  71898. configurable: true
  71899. });
  71900. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71901. /**
  71902. * Gets or sets the outer angle for the directional cone.
  71903. */
  71904. get: function () {
  71905. return this._coneOuterAngle;
  71906. },
  71907. /**
  71908. * Gets or sets the outer angle for the directional cone.
  71909. */
  71910. set: function (value) {
  71911. if (value != this._coneOuterAngle) {
  71912. if (value < this._coneInnerAngle) {
  71913. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71914. return;
  71915. }
  71916. this._coneOuterAngle = value;
  71917. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71918. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71919. }
  71920. }
  71921. },
  71922. enumerable: true,
  71923. configurable: true
  71924. });
  71925. /**
  71926. * Sets the position of the emitter if spatial sound is enabled
  71927. * @param newPosition Defines the new posisiton
  71928. */
  71929. Sound.prototype.setPosition = function (newPosition) {
  71930. this._position = newPosition;
  71931. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71932. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71933. }
  71934. };
  71935. /**
  71936. * Sets the local direction of the emitter if spatial sound is enabled
  71937. * @param newLocalDirection Defines the new local direction
  71938. */
  71939. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71940. this._localDirection = newLocalDirection;
  71941. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71942. this._updateDirection();
  71943. }
  71944. };
  71945. Sound.prototype._updateDirection = function () {
  71946. if (!this._connectedTransformNode || !this._soundPanner) {
  71947. return;
  71948. }
  71949. var mat = this._connectedTransformNode.getWorldMatrix();
  71950. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71951. direction.normalize();
  71952. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71953. };
  71954. /** @hidden */
  71955. Sound.prototype.updateDistanceFromListener = function () {
  71956. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71957. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71958. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71959. }
  71960. };
  71961. /**
  71962. * Sets a new custom attenuation function for the sound.
  71963. * @param callback Defines the function used for the attenuation
  71964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71965. */
  71966. Sound.prototype.setAttenuationFunction = function (callback) {
  71967. this._customAttenuationFunction = callback;
  71968. };
  71969. /**
  71970. * Play the sound
  71971. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71972. * @param offset (optional) Start the sound setting it at a specific time
  71973. */
  71974. Sound.prototype.play = function (time, offset) {
  71975. var _this = this;
  71976. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71977. try {
  71978. if (this._startOffset < 0) {
  71979. time = -this._startOffset;
  71980. this._startOffset = 0;
  71981. }
  71982. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71983. if (!this._soundSource || !this._streamingSource) {
  71984. if (this.spatialSound && this._soundPanner) {
  71985. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71986. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71987. }
  71988. if (this._isDirectional) {
  71989. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71990. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71991. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71992. if (this._connectedTransformNode) {
  71993. this._updateDirection();
  71994. }
  71995. else {
  71996. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71997. }
  71998. }
  71999. }
  72000. }
  72001. if (this._streaming) {
  72002. if (!this._streamingSource) {
  72003. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72004. this._htmlAudioElement.onended = function () { _this._onended(); };
  72005. this._htmlAudioElement.playbackRate = this._playbackRate;
  72006. }
  72007. this._streamingSource.disconnect();
  72008. this._streamingSource.connect(this._inputAudioNode);
  72009. if (this._htmlAudioElement) {
  72010. // required to manage properly the new suspended default state of Chrome
  72011. // When the option 'streaming: true' is used, we need first to wait for
  72012. // the audio engine to be unlocked by a user gesture before trying to play
  72013. // an HTML Audio elememt
  72014. var tryToPlay = function () {
  72015. if (BABYLON.Engine.audioEngine.unlocked) {
  72016. var playPromise = _this._htmlAudioElement.play();
  72017. // In browsers that don’t yet support this functionality,
  72018. // playPromise won’t be defined.
  72019. if (playPromise !== undefined) {
  72020. playPromise.catch(function (error) {
  72021. // Automatic playback failed.
  72022. // Waiting for the audio engine to be unlocked by user click on unmute
  72023. BABYLON.Engine.audioEngine.lock();
  72024. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72025. });
  72026. }
  72027. }
  72028. else {
  72029. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72030. }
  72031. };
  72032. tryToPlay();
  72033. }
  72034. }
  72035. else {
  72036. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72037. this._soundSource.buffer = this._audioBuffer;
  72038. this._soundSource.connect(this._inputAudioNode);
  72039. this._soundSource.loop = this.loop;
  72040. this._soundSource.playbackRate.value = this._playbackRate;
  72041. this._soundSource.onended = function () { _this._onended(); };
  72042. if (this._soundSource.buffer) {
  72043. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72044. }
  72045. }
  72046. this._startTime = startTime;
  72047. this.isPlaying = true;
  72048. this.isPaused = false;
  72049. }
  72050. catch (ex) {
  72051. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72052. }
  72053. }
  72054. };
  72055. Sound.prototype._onended = function () {
  72056. this.isPlaying = false;
  72057. if (this.onended) {
  72058. this.onended();
  72059. }
  72060. this.onEndedObservable.notifyObservers(this);
  72061. };
  72062. /**
  72063. * Stop the sound
  72064. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72065. */
  72066. Sound.prototype.stop = function (time) {
  72067. if (this.isPlaying) {
  72068. if (this._streaming) {
  72069. if (this._htmlAudioElement) {
  72070. this._htmlAudioElement.pause();
  72071. // Test needed for Firefox or it will generate an Invalid State Error
  72072. if (this._htmlAudioElement.currentTime > 0) {
  72073. this._htmlAudioElement.currentTime = 0;
  72074. }
  72075. }
  72076. else {
  72077. this._streamingSource.disconnect();
  72078. }
  72079. }
  72080. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72081. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72082. this._soundSource.stop(stopTime);
  72083. this._soundSource.onended = function () { };
  72084. if (!this.isPaused) {
  72085. this._startOffset = 0;
  72086. }
  72087. }
  72088. this.isPlaying = false;
  72089. }
  72090. };
  72091. /**
  72092. * Put the sound in pause
  72093. */
  72094. Sound.prototype.pause = function () {
  72095. if (this.isPlaying) {
  72096. this.isPaused = true;
  72097. if (this._streaming) {
  72098. if (this._htmlAudioElement) {
  72099. this._htmlAudioElement.pause();
  72100. }
  72101. else {
  72102. this._streamingSource.disconnect();
  72103. }
  72104. }
  72105. else if (BABYLON.Engine.audioEngine.audioContext) {
  72106. this.stop(0);
  72107. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72108. }
  72109. }
  72110. };
  72111. /**
  72112. * Sets a dedicated volume for this sounds
  72113. * @param newVolume Define the new volume of the sound
  72114. * @param time Define in how long the sound should be at this value
  72115. */
  72116. Sound.prototype.setVolume = function (newVolume, time) {
  72117. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72118. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72119. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72120. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72121. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72122. }
  72123. else {
  72124. this._soundGain.gain.value = newVolume;
  72125. }
  72126. }
  72127. this._volume = newVolume;
  72128. };
  72129. /**
  72130. * Set the sound play back rate
  72131. * @param newPlaybackRate Define the playback rate the sound should be played at
  72132. */
  72133. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72134. this._playbackRate = newPlaybackRate;
  72135. if (this.isPlaying) {
  72136. if (this._streaming && this._htmlAudioElement) {
  72137. this._htmlAudioElement.playbackRate = this._playbackRate;
  72138. }
  72139. else if (this._soundSource) {
  72140. this._soundSource.playbackRate.value = this._playbackRate;
  72141. }
  72142. }
  72143. };
  72144. /**
  72145. * Gets the volume of the sound.
  72146. * @returns the volume of the sound
  72147. */
  72148. Sound.prototype.getVolume = function () {
  72149. return this._volume;
  72150. };
  72151. /**
  72152. * Attach the sound to a dedicated mesh
  72153. * @param transformNode The transform node to connect the sound with
  72154. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72155. */
  72156. Sound.prototype.attachToMesh = function (transformNode) {
  72157. var _this = this;
  72158. if (this._connectedTransformNode && this._registerFunc) {
  72159. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72160. this._registerFunc = null;
  72161. }
  72162. this._connectedTransformNode = transformNode;
  72163. if (!this.spatialSound) {
  72164. this.spatialSound = true;
  72165. this._createSpatialParameters();
  72166. if (this.isPlaying && this.loop) {
  72167. this.stop();
  72168. this.play();
  72169. }
  72170. }
  72171. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72172. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72173. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72174. };
  72175. /**
  72176. * Detach the sound from the previously attached mesh
  72177. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72178. */
  72179. Sound.prototype.detachFromMesh = function () {
  72180. if (this._connectedTransformNode && this._registerFunc) {
  72181. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72182. this._registerFunc = null;
  72183. this._connectedTransformNode = null;
  72184. }
  72185. };
  72186. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72187. if (!node.getBoundingInfo) {
  72188. return;
  72189. }
  72190. var mesh = node;
  72191. if (this._positionInEmitterSpace) {
  72192. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72193. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72194. }
  72195. else {
  72196. var boundingInfo = mesh.getBoundingInfo();
  72197. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72198. }
  72199. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72200. this._updateDirection();
  72201. }
  72202. };
  72203. /**
  72204. * Clone the current sound in the scene.
  72205. * @returns the new sound clone
  72206. */
  72207. Sound.prototype.clone = function () {
  72208. var _this = this;
  72209. if (!this._streaming) {
  72210. var setBufferAndRun = function () {
  72211. if (_this._isReadyToPlay) {
  72212. clonedSound._audioBuffer = _this.getAudioBuffer();
  72213. clonedSound._isReadyToPlay = true;
  72214. if (clonedSound.autoplay) {
  72215. clonedSound.play();
  72216. }
  72217. }
  72218. else {
  72219. window.setTimeout(setBufferAndRun, 300);
  72220. }
  72221. };
  72222. var currentOptions = {
  72223. autoplay: this.autoplay, loop: this.loop,
  72224. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72225. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72226. refDistance: this.refDistance, distanceModel: this.distanceModel
  72227. };
  72228. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72229. if (this.useCustomAttenuation) {
  72230. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72231. }
  72232. clonedSound.setPosition(this._position);
  72233. clonedSound.setPlaybackRate(this._playbackRate);
  72234. setBufferAndRun();
  72235. return clonedSound;
  72236. }
  72237. // Can't clone a streaming sound
  72238. else {
  72239. return null;
  72240. }
  72241. };
  72242. /**
  72243. * Gets the current underlying audio buffer containing the data
  72244. * @returns the audio buffer
  72245. */
  72246. Sound.prototype.getAudioBuffer = function () {
  72247. return this._audioBuffer;
  72248. };
  72249. /**
  72250. * Serializes the Sound in a JSON representation
  72251. * @returns the JSON representation of the sound
  72252. */
  72253. Sound.prototype.serialize = function () {
  72254. var serializationObject = {
  72255. name: this.name,
  72256. url: this.name,
  72257. autoplay: this.autoplay,
  72258. loop: this.loop,
  72259. volume: this._volume,
  72260. spatialSound: this.spatialSound,
  72261. maxDistance: this.maxDistance,
  72262. rolloffFactor: this.rolloffFactor,
  72263. refDistance: this.refDistance,
  72264. distanceModel: this.distanceModel,
  72265. playbackRate: this._playbackRate,
  72266. panningModel: this._panningModel,
  72267. soundTrackId: this.soundTrackId
  72268. };
  72269. if (this.spatialSound) {
  72270. if (this._connectedTransformNode) {
  72271. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72272. }
  72273. serializationObject.position = this._position.asArray();
  72274. serializationObject.refDistance = this.refDistance;
  72275. serializationObject.distanceModel = this.distanceModel;
  72276. serializationObject.isDirectional = this._isDirectional;
  72277. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72278. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72279. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72280. serializationObject.coneOuterGain = this._coneOuterGain;
  72281. }
  72282. return serializationObject;
  72283. };
  72284. /**
  72285. * Parse a JSON representation of a sound to innstantiate in a given scene
  72286. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72287. * @param scene Define the scene the new parsed sound should be created in
  72288. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72289. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72290. * @returns the newly parsed sound
  72291. */
  72292. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72293. var soundName = parsedSound.name;
  72294. var soundUrl;
  72295. if (parsedSound.url) {
  72296. soundUrl = rootUrl + parsedSound.url;
  72297. }
  72298. else {
  72299. soundUrl = rootUrl + soundName;
  72300. }
  72301. var options = {
  72302. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72303. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72304. rolloffFactor: parsedSound.rolloffFactor,
  72305. refDistance: parsedSound.refDistance,
  72306. distanceModel: parsedSound.distanceModel,
  72307. playbackRate: parsedSound.playbackRate
  72308. };
  72309. var newSound;
  72310. if (!sourceSound) {
  72311. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72312. scene._addPendingData(newSound);
  72313. }
  72314. else {
  72315. var setBufferAndRun = function () {
  72316. if (sourceSound._isReadyToPlay) {
  72317. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72318. newSound._isReadyToPlay = true;
  72319. if (newSound.autoplay) {
  72320. newSound.play();
  72321. }
  72322. }
  72323. else {
  72324. window.setTimeout(setBufferAndRun, 300);
  72325. }
  72326. };
  72327. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72328. setBufferAndRun();
  72329. }
  72330. if (parsedSound.position) {
  72331. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72332. newSound.setPosition(soundPosition);
  72333. }
  72334. if (parsedSound.isDirectional) {
  72335. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72336. if (parsedSound.localDirectionToMesh) {
  72337. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72338. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72339. }
  72340. }
  72341. if (parsedSound.connectedMeshId) {
  72342. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72343. if (connectedMesh) {
  72344. newSound.attachToMesh(connectedMesh);
  72345. }
  72346. }
  72347. return newSound;
  72348. };
  72349. return Sound;
  72350. }());
  72351. BABYLON.Sound = Sound;
  72352. })(BABYLON || (BABYLON = {}));
  72353. //# sourceMappingURL=babylon.sound.js.map
  72354. var BABYLON;
  72355. (function (BABYLON) {
  72356. /**
  72357. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72358. * It will be also used in a future release to apply effects on a specific track.
  72359. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72360. */
  72361. var SoundTrack = /** @class */ (function () {
  72362. /**
  72363. * Creates a new sound track.
  72364. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72365. * @param scene Define the scene the sound track belongs to
  72366. * @param options
  72367. */
  72368. function SoundTrack(scene, options) {
  72369. if (options === void 0) { options = {}; }
  72370. /**
  72371. * The unique identifier of the sound track in the scene.
  72372. */
  72373. this.id = -1;
  72374. this._isMainTrack = false;
  72375. this._isInitialized = false;
  72376. this._scene = scene;
  72377. this.soundCollection = new Array();
  72378. this._options = options;
  72379. if (!this._isMainTrack && this._scene.soundTracks) {
  72380. this._scene.soundTracks.push(this);
  72381. this.id = this._scene.soundTracks.length - 1;
  72382. }
  72383. }
  72384. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72385. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72386. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72387. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72388. if (this._options) {
  72389. if (this._options.volume) {
  72390. this._outputAudioNode.gain.value = this._options.volume;
  72391. }
  72392. if (this._options.mainTrack) {
  72393. this._isMainTrack = this._options.mainTrack;
  72394. }
  72395. }
  72396. this._isInitialized = true;
  72397. }
  72398. };
  72399. /**
  72400. * Release the sound track and its associated resources
  72401. */
  72402. SoundTrack.prototype.dispose = function () {
  72403. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72404. if (this._connectedAnalyser) {
  72405. this._connectedAnalyser.stopDebugCanvas();
  72406. }
  72407. while (this.soundCollection.length) {
  72408. this.soundCollection[0].dispose();
  72409. }
  72410. if (this._outputAudioNode) {
  72411. this._outputAudioNode.disconnect();
  72412. }
  72413. this._outputAudioNode = null;
  72414. }
  72415. };
  72416. /**
  72417. * Adds a sound to this sound track
  72418. * @param sound define the cound to add
  72419. * @ignoreNaming
  72420. */
  72421. SoundTrack.prototype.AddSound = function (sound) {
  72422. if (!this._isInitialized) {
  72423. this._initializeSoundTrackAudioGraph();
  72424. }
  72425. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72426. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72427. }
  72428. if (sound.soundTrackId) {
  72429. if (sound.soundTrackId === -1) {
  72430. this._scene.mainSoundTrack.RemoveSound(sound);
  72431. }
  72432. else if (this._scene.soundTracks) {
  72433. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72434. }
  72435. }
  72436. this.soundCollection.push(sound);
  72437. sound.soundTrackId = this.id;
  72438. };
  72439. /**
  72440. * Removes a sound to this sound track
  72441. * @param sound define the cound to remove
  72442. * @ignoreNaming
  72443. */
  72444. SoundTrack.prototype.RemoveSound = function (sound) {
  72445. var index = this.soundCollection.indexOf(sound);
  72446. if (index !== -1) {
  72447. this.soundCollection.splice(index, 1);
  72448. }
  72449. };
  72450. /**
  72451. * Set a global volume for the full sound track.
  72452. * @param newVolume Define the new volume of the sound track
  72453. */
  72454. SoundTrack.prototype.setVolume = function (newVolume) {
  72455. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72456. this._outputAudioNode.gain.value = newVolume;
  72457. }
  72458. };
  72459. /**
  72460. * Switch the panning model to HRTF:
  72461. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72462. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72463. */
  72464. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72465. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72466. for (var i = 0; i < this.soundCollection.length; i++) {
  72467. this.soundCollection[i].switchPanningModelToHRTF();
  72468. }
  72469. }
  72470. };
  72471. /**
  72472. * Switch the panning model to Equal Power:
  72473. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72474. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72475. */
  72476. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72477. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72478. for (var i = 0; i < this.soundCollection.length; i++) {
  72479. this.soundCollection[i].switchPanningModelToEqualPower();
  72480. }
  72481. }
  72482. };
  72483. /**
  72484. * Connect the sound track to an audio analyser allowing some amazing
  72485. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72486. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72487. * @param analyser The analyser to connect to the engine
  72488. */
  72489. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72490. if (this._connectedAnalyser) {
  72491. this._connectedAnalyser.stopDebugCanvas();
  72492. }
  72493. this._connectedAnalyser = analyser;
  72494. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72495. this._outputAudioNode.disconnect();
  72496. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72497. }
  72498. };
  72499. return SoundTrack;
  72500. }());
  72501. BABYLON.SoundTrack = SoundTrack;
  72502. })(BABYLON || (BABYLON = {}));
  72503. //# sourceMappingURL=babylon.soundtrack.js.map
  72504. var BABYLON;
  72505. (function (BABYLON) {
  72506. /**
  72507. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72508. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72509. */
  72510. var Analyser = /** @class */ (function () {
  72511. /**
  72512. * Creates a new analyser
  72513. * @param scene defines hosting scene
  72514. */
  72515. function Analyser(scene) {
  72516. /**
  72517. * Gets or sets the smoothing
  72518. * @ignorenaming
  72519. */
  72520. this.SMOOTHING = 0.75;
  72521. /**
  72522. * Gets or sets the FFT table size
  72523. * @ignorenaming
  72524. */
  72525. this.FFT_SIZE = 512;
  72526. /**
  72527. * Gets or sets the bar graph amplitude
  72528. * @ignorenaming
  72529. */
  72530. this.BARGRAPHAMPLITUDE = 256;
  72531. /**
  72532. * Gets or sets the position of the debug canvas
  72533. * @ignorenaming
  72534. */
  72535. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72536. /**
  72537. * Gets or sets the debug canvas size
  72538. * @ignorenaming
  72539. */
  72540. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72541. this._scene = scene;
  72542. this._audioEngine = BABYLON.Engine.audioEngine;
  72543. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72544. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72545. this._webAudioAnalyser.minDecibels = -140;
  72546. this._webAudioAnalyser.maxDecibels = 0;
  72547. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72548. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72549. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72550. }
  72551. }
  72552. /**
  72553. * Get the number of data values you will have to play with for the visualization
  72554. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72555. * @returns a number
  72556. */
  72557. Analyser.prototype.getFrequencyBinCount = function () {
  72558. if (this._audioEngine.canUseWebAudio) {
  72559. return this._webAudioAnalyser.frequencyBinCount;
  72560. }
  72561. else {
  72562. return 0;
  72563. }
  72564. };
  72565. /**
  72566. * Gets the current frequency data as a byte array
  72567. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72568. * @returns a Uint8Array
  72569. */
  72570. Analyser.prototype.getByteFrequencyData = function () {
  72571. if (this._audioEngine.canUseWebAudio) {
  72572. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72573. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72574. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72575. }
  72576. return this._byteFreqs;
  72577. };
  72578. /**
  72579. * Gets the current waveform as a byte array
  72580. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72581. * @returns a Uint8Array
  72582. */
  72583. Analyser.prototype.getByteTimeDomainData = function () {
  72584. if (this._audioEngine.canUseWebAudio) {
  72585. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72586. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72587. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72588. }
  72589. return this._byteTime;
  72590. };
  72591. /**
  72592. * Gets the current frequency data as a float array
  72593. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72594. * @returns a Float32Array
  72595. */
  72596. Analyser.prototype.getFloatFrequencyData = function () {
  72597. if (this._audioEngine.canUseWebAudio) {
  72598. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72599. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72600. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72601. }
  72602. return this._floatFreqs;
  72603. };
  72604. /**
  72605. * Renders the debug canvas
  72606. */
  72607. Analyser.prototype.drawDebugCanvas = function () {
  72608. var _this = this;
  72609. if (this._audioEngine.canUseWebAudio) {
  72610. if (!this._debugCanvas) {
  72611. this._debugCanvas = document.createElement("canvas");
  72612. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72613. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72614. this._debugCanvas.style.position = "absolute";
  72615. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72616. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72617. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72618. document.body.appendChild(this._debugCanvas);
  72619. this._registerFunc = function () {
  72620. _this.drawDebugCanvas();
  72621. };
  72622. this._scene.registerBeforeRender(this._registerFunc);
  72623. }
  72624. if (this._registerFunc && this._debugCanvasContext) {
  72625. var workingArray = this.getByteFrequencyData();
  72626. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72627. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72628. // Draw the frequency domain chart.
  72629. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72630. var value = workingArray[i];
  72631. var percent = value / this.BARGRAPHAMPLITUDE;
  72632. var height = this.DEBUGCANVASSIZE.height * percent;
  72633. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72634. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72635. var hue = i / this.getFrequencyBinCount() * 360;
  72636. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72637. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72638. }
  72639. }
  72640. }
  72641. };
  72642. /**
  72643. * Stops rendering the debug canvas and removes it
  72644. */
  72645. Analyser.prototype.stopDebugCanvas = function () {
  72646. if (this._debugCanvas) {
  72647. if (this._registerFunc) {
  72648. this._scene.unregisterBeforeRender(this._registerFunc);
  72649. this._registerFunc = null;
  72650. }
  72651. document.body.removeChild(this._debugCanvas);
  72652. this._debugCanvas = null;
  72653. this._debugCanvasContext = null;
  72654. }
  72655. };
  72656. /**
  72657. * Connects two audio nodes
  72658. * @param inputAudioNode defines first node to connect
  72659. * @param outputAudioNode defines second node to connect
  72660. */
  72661. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72662. if (this._audioEngine.canUseWebAudio) {
  72663. inputAudioNode.connect(this._webAudioAnalyser);
  72664. this._webAudioAnalyser.connect(outputAudioNode);
  72665. }
  72666. };
  72667. /**
  72668. * Releases all associated resources
  72669. */
  72670. Analyser.prototype.dispose = function () {
  72671. if (this._audioEngine.canUseWebAudio) {
  72672. this._webAudioAnalyser.disconnect();
  72673. }
  72674. };
  72675. return Analyser;
  72676. }());
  72677. BABYLON.Analyser = Analyser;
  72678. })(BABYLON || (BABYLON = {}));
  72679. //# sourceMappingURL=babylon.analyser.js.map
  72680. var BABYLON;
  72681. (function (BABYLON) {
  72682. /**
  72683. * Wraps one or more Sound objects and selects one with random weight for playback.
  72684. */
  72685. var WeightedSound = /** @class */ (function () {
  72686. /**
  72687. * Creates a new WeightedSound from the list of sounds given.
  72688. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72689. * @param sounds Array of Sounds that will be selected from.
  72690. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72691. */
  72692. function WeightedSound(loop, sounds, weights) {
  72693. var _this = this;
  72694. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72695. this.loop = false;
  72696. this._coneInnerAngle = 360;
  72697. this._coneOuterAngle = 360;
  72698. this._volume = 1;
  72699. /** A Sound is currently playing. */
  72700. this.isPlaying = false;
  72701. /** A Sound is currently paused. */
  72702. this.isPaused = false;
  72703. this._sounds = [];
  72704. this._weights = [];
  72705. if (sounds.length !== weights.length) {
  72706. throw new Error('Sounds length does not equal weights length');
  72707. }
  72708. this.loop = loop;
  72709. this._weights = weights;
  72710. // Normalize the weights
  72711. var weightSum = 0;
  72712. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72713. var weight = weights_1[_i];
  72714. weightSum += weight;
  72715. }
  72716. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72717. for (var i = 0; i < this._weights.length; i++) {
  72718. this._weights[i] *= invWeightSum;
  72719. }
  72720. this._sounds = sounds;
  72721. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72722. var sound = _b[_a];
  72723. sound.onEndedObservable.add(function () { _this._onended(); });
  72724. }
  72725. }
  72726. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72727. /**
  72728. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72729. */
  72730. get: function () {
  72731. return this._coneInnerAngle;
  72732. },
  72733. /**
  72734. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72735. */
  72736. set: function (value) {
  72737. if (value !== this._coneInnerAngle) {
  72738. if (this._coneOuterAngle < value) {
  72739. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72740. return;
  72741. }
  72742. this._coneInnerAngle = value;
  72743. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72744. var sound = _a[_i];
  72745. sound.directionalConeInnerAngle = value;
  72746. }
  72747. }
  72748. },
  72749. enumerable: true,
  72750. configurable: true
  72751. });
  72752. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72753. /**
  72754. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72755. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72756. */
  72757. get: function () {
  72758. return this._coneOuterAngle;
  72759. },
  72760. /**
  72761. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72762. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72763. */
  72764. set: function (value) {
  72765. if (value !== this._coneOuterAngle) {
  72766. if (value < this._coneInnerAngle) {
  72767. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72768. return;
  72769. }
  72770. this._coneOuterAngle = value;
  72771. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72772. var sound = _a[_i];
  72773. sound.directionalConeOuterAngle = value;
  72774. }
  72775. }
  72776. },
  72777. enumerable: true,
  72778. configurable: true
  72779. });
  72780. Object.defineProperty(WeightedSound.prototype, "volume", {
  72781. /**
  72782. * Playback volume.
  72783. */
  72784. get: function () {
  72785. return this._volume;
  72786. },
  72787. /**
  72788. * Playback volume.
  72789. */
  72790. set: function (value) {
  72791. if (value !== this._volume) {
  72792. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72793. var sound = _a[_i];
  72794. sound.setVolume(value);
  72795. }
  72796. }
  72797. },
  72798. enumerable: true,
  72799. configurable: true
  72800. });
  72801. WeightedSound.prototype._onended = function () {
  72802. if (this._currentIndex !== undefined) {
  72803. this._sounds[this._currentIndex].autoplay = false;
  72804. }
  72805. if (this.loop && this.isPlaying) {
  72806. this.play();
  72807. }
  72808. else {
  72809. this.isPlaying = false;
  72810. }
  72811. };
  72812. /**
  72813. * Suspend playback
  72814. */
  72815. WeightedSound.prototype.pause = function () {
  72816. this.isPaused = true;
  72817. if (this._currentIndex !== undefined) {
  72818. this._sounds[this._currentIndex].pause();
  72819. }
  72820. };
  72821. /**
  72822. * Stop playback
  72823. */
  72824. WeightedSound.prototype.stop = function () {
  72825. this.isPlaying = false;
  72826. if (this._currentIndex !== undefined) {
  72827. this._sounds[this._currentIndex].stop();
  72828. }
  72829. };
  72830. /**
  72831. * Start playback.
  72832. * @param startOffset Position the clip head at a specific time in seconds.
  72833. */
  72834. WeightedSound.prototype.play = function (startOffset) {
  72835. if (!this.isPaused) {
  72836. this.stop();
  72837. var randomValue = Math.random();
  72838. var total = 0;
  72839. for (var i = 0; i < this._weights.length; i++) {
  72840. total += this._weights[i];
  72841. if (randomValue <= total) {
  72842. this._currentIndex = i;
  72843. break;
  72844. }
  72845. }
  72846. }
  72847. var sound = this._sounds[this._currentIndex];
  72848. if (sound.isReady()) {
  72849. sound.play(0, this.isPaused ? undefined : startOffset);
  72850. }
  72851. else {
  72852. sound.autoplay = true;
  72853. }
  72854. this.isPlaying = true;
  72855. this.isPaused = false;
  72856. };
  72857. return WeightedSound;
  72858. }());
  72859. BABYLON.WeightedSound = WeightedSound;
  72860. })(BABYLON || (BABYLON = {}));
  72861. //# sourceMappingURL=babylon.weightedsound.js.map
  72862. var BABYLON;
  72863. (function (BABYLON) {
  72864. // Adds the parser to the scene parsers.
  72865. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72866. // TODO: add sound
  72867. var loadedSounds = [];
  72868. var loadedSound;
  72869. container.sounds = container.sounds || [];
  72870. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72871. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72872. var parsedSound = parsedData.sounds[index];
  72873. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72874. if (!parsedSound.url) {
  72875. parsedSound.url = parsedSound.name;
  72876. }
  72877. if (!loadedSounds[parsedSound.url]) {
  72878. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72879. loadedSounds[parsedSound.url] = loadedSound;
  72880. container.sounds.push(loadedSound);
  72881. }
  72882. else {
  72883. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72884. }
  72885. }
  72886. else {
  72887. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72888. }
  72889. }
  72890. }
  72891. loadedSounds = [];
  72892. });
  72893. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72894. get: function () {
  72895. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72896. if (!compo) {
  72897. compo = new AudioSceneComponent(this);
  72898. this._addComponent(compo);
  72899. }
  72900. if (!this._mainSoundTrack) {
  72901. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72902. }
  72903. return this._mainSoundTrack;
  72904. },
  72905. enumerable: true,
  72906. configurable: true
  72907. });
  72908. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72909. var index;
  72910. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72911. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72912. return this.mainSoundTrack.soundCollection[index];
  72913. }
  72914. }
  72915. if (this.soundTracks) {
  72916. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72917. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72918. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72919. return this.soundTracks[sdIndex].soundCollection[index];
  72920. }
  72921. }
  72922. }
  72923. }
  72924. return null;
  72925. };
  72926. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72927. get: function () {
  72928. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72929. if (!compo) {
  72930. compo = new AudioSceneComponent(this);
  72931. this._addComponent(compo);
  72932. }
  72933. return compo.audioEnabled;
  72934. },
  72935. set: function (value) {
  72936. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72937. if (!compo) {
  72938. compo = new AudioSceneComponent(this);
  72939. this._addComponent(compo);
  72940. }
  72941. if (value) {
  72942. compo.enableAudio();
  72943. }
  72944. else {
  72945. compo.disableAudio();
  72946. }
  72947. },
  72948. enumerable: true,
  72949. configurable: true
  72950. });
  72951. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72952. get: function () {
  72953. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72954. if (!compo) {
  72955. compo = new AudioSceneComponent(this);
  72956. this._addComponent(compo);
  72957. }
  72958. return compo.headphone;
  72959. },
  72960. set: function (value) {
  72961. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72962. if (!compo) {
  72963. compo = new AudioSceneComponent(this);
  72964. this._addComponent(compo);
  72965. }
  72966. if (value) {
  72967. compo.switchAudioModeForHeadphones();
  72968. }
  72969. else {
  72970. compo.switchAudioModeForNormalSpeakers();
  72971. }
  72972. },
  72973. enumerable: true,
  72974. configurable: true
  72975. });
  72976. /**
  72977. * Defines the sound scene component responsible to manage any sounds
  72978. * in a given scene.
  72979. */
  72980. var AudioSceneComponent = /** @class */ (function () {
  72981. /**
  72982. * Creates a new instance of the component for the given scene
  72983. * @param scene Defines the scene to register the component in
  72984. */
  72985. function AudioSceneComponent(scene) {
  72986. /**
  72987. * The component name helpfull to identify the component in the list of scene components.
  72988. */
  72989. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72990. this._audioEnabled = true;
  72991. this._headphone = false;
  72992. this.scene = scene;
  72993. scene.soundTracks = new Array();
  72994. scene.sounds = new Array();
  72995. }
  72996. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72997. /**
  72998. * Gets whether audio is enabled or not.
  72999. * Please use related enable/disable method to switch state.
  73000. */
  73001. get: function () {
  73002. return this._audioEnabled;
  73003. },
  73004. enumerable: true,
  73005. configurable: true
  73006. });
  73007. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73008. /**
  73009. * Gets whether audio is outputing to headphone or not.
  73010. * Please use the according Switch methods to change output.
  73011. */
  73012. get: function () {
  73013. return this._headphone;
  73014. },
  73015. enumerable: true,
  73016. configurable: true
  73017. });
  73018. /**
  73019. * Registers the component in a given scene
  73020. */
  73021. AudioSceneComponent.prototype.register = function () {
  73022. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73023. };
  73024. /**
  73025. * Rebuilds the elements related to this component in case of
  73026. * context lost for instance.
  73027. */
  73028. AudioSceneComponent.prototype.rebuild = function () {
  73029. // Nothing to do here. (Not rendering related)
  73030. };
  73031. /**
  73032. * Serializes the component data to the specified json object
  73033. * @param serializationObject The object to serialize to
  73034. */
  73035. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73036. serializationObject.sounds = [];
  73037. if (this.scene.soundTracks) {
  73038. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73039. var soundtrack = this.scene.soundTracks[index];
  73040. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73041. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73042. }
  73043. }
  73044. }
  73045. };
  73046. /**
  73047. * Adds all the element from the container to the scene
  73048. * @param container the container holding the elements
  73049. */
  73050. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73051. var _this = this;
  73052. if (!container.sounds) {
  73053. return;
  73054. }
  73055. container.sounds.forEach(function (sound) {
  73056. sound.play();
  73057. sound.autoplay = true;
  73058. _this.scene.mainSoundTrack.AddSound(sound);
  73059. });
  73060. };
  73061. /**
  73062. * Removes all the elements in the container from the scene
  73063. * @param container contains the elements to remove
  73064. */
  73065. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73066. var _this = this;
  73067. if (!container.sounds) {
  73068. return;
  73069. }
  73070. container.sounds.forEach(function (sound) {
  73071. sound.stop();
  73072. sound.autoplay = false;
  73073. _this.scene.mainSoundTrack.RemoveSound(sound);
  73074. });
  73075. };
  73076. /**
  73077. * Disposes the component and the associated ressources.
  73078. */
  73079. AudioSceneComponent.prototype.dispose = function () {
  73080. var scene = this.scene;
  73081. if (scene._mainSoundTrack) {
  73082. scene.mainSoundTrack.dispose();
  73083. }
  73084. if (scene.soundTracks) {
  73085. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73086. scene.soundTracks[scIndex].dispose();
  73087. }
  73088. }
  73089. };
  73090. /**
  73091. * Disables audio in the associated scene.
  73092. */
  73093. AudioSceneComponent.prototype.disableAudio = function () {
  73094. var scene = this.scene;
  73095. this._audioEnabled = false;
  73096. var i;
  73097. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73098. scene.mainSoundTrack.soundCollection[i].pause();
  73099. }
  73100. if (scene.soundTracks) {
  73101. for (i = 0; i < scene.soundTracks.length; i++) {
  73102. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73103. scene.soundTracks[i].soundCollection[j].pause();
  73104. }
  73105. }
  73106. }
  73107. };
  73108. /**
  73109. * Enables audio in the associated scene.
  73110. */
  73111. AudioSceneComponent.prototype.enableAudio = function () {
  73112. var scene = this.scene;
  73113. this._audioEnabled = true;
  73114. var i;
  73115. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73116. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73117. scene.mainSoundTrack.soundCollection[i].play();
  73118. }
  73119. }
  73120. if (scene.soundTracks) {
  73121. for (i = 0; i < scene.soundTracks.length; i++) {
  73122. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73123. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73124. scene.soundTracks[i].soundCollection[j].play();
  73125. }
  73126. }
  73127. }
  73128. }
  73129. };
  73130. /**
  73131. * Switch audio to headphone output.
  73132. */
  73133. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73134. var scene = this.scene;
  73135. this._headphone = true;
  73136. scene.mainSoundTrack.switchPanningModelToHRTF();
  73137. if (scene.soundTracks) {
  73138. for (var i = 0; i < scene.soundTracks.length; i++) {
  73139. scene.soundTracks[i].switchPanningModelToHRTF();
  73140. }
  73141. }
  73142. };
  73143. /**
  73144. * Switch audio to normal speakers.
  73145. */
  73146. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73147. var scene = this.scene;
  73148. this._headphone = false;
  73149. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73150. if (scene.soundTracks) {
  73151. for (var i = 0; i < scene.soundTracks.length; i++) {
  73152. scene.soundTracks[i].switchPanningModelToEqualPower();
  73153. }
  73154. }
  73155. };
  73156. AudioSceneComponent.prototype._afterRender = function () {
  73157. var scene = this.scene;
  73158. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73159. return;
  73160. }
  73161. var listeningCamera;
  73162. var audioEngine = BABYLON.Engine.audioEngine;
  73163. if (scene.activeCameras.length > 0) {
  73164. listeningCamera = scene.activeCameras[0];
  73165. }
  73166. else {
  73167. listeningCamera = scene.activeCamera;
  73168. }
  73169. if (listeningCamera && audioEngine.audioContext) {
  73170. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73171. // for VR cameras
  73172. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73173. listeningCamera = listeningCamera.rigCameras[0];
  73174. }
  73175. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73176. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73177. cameraDirection.normalize();
  73178. // To avoid some errors on GearVR
  73179. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73180. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73181. }
  73182. var i;
  73183. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73184. var sound = scene.mainSoundTrack.soundCollection[i];
  73185. if (sound.useCustomAttenuation) {
  73186. sound.updateDistanceFromListener();
  73187. }
  73188. }
  73189. if (scene.soundTracks) {
  73190. for (i = 0; i < scene.soundTracks.length; i++) {
  73191. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73192. sound = scene.soundTracks[i].soundCollection[j];
  73193. if (sound.useCustomAttenuation) {
  73194. sound.updateDistanceFromListener();
  73195. }
  73196. }
  73197. }
  73198. }
  73199. }
  73200. };
  73201. return AudioSceneComponent;
  73202. }());
  73203. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73204. })(BABYLON || (BABYLON = {}));
  73205. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73206. var BABYLON;
  73207. (function (BABYLON) {
  73208. /**
  73209. * This defines an action helpful to play a defined sound on a triggered action.
  73210. */
  73211. var PlaySoundAction = /** @class */ (function (_super) {
  73212. __extends(PlaySoundAction, _super);
  73213. /**
  73214. * Instantiate the action
  73215. * @param triggerOptions defines the trigger options
  73216. * @param sound defines the sound to play
  73217. * @param condition defines the trigger related conditions
  73218. */
  73219. function PlaySoundAction(triggerOptions, sound, condition) {
  73220. var _this = _super.call(this, triggerOptions, condition) || this;
  73221. _this._sound = sound;
  73222. return _this;
  73223. }
  73224. /** @hidden */
  73225. PlaySoundAction.prototype._prepare = function () {
  73226. };
  73227. /**
  73228. * Execute the action and play the sound.
  73229. */
  73230. PlaySoundAction.prototype.execute = function () {
  73231. if (this._sound !== undefined) {
  73232. this._sound.play();
  73233. }
  73234. };
  73235. /**
  73236. * Serializes the actions and its related information.
  73237. * @param parent defines the object to serialize in
  73238. * @returns the serialized object
  73239. */
  73240. PlaySoundAction.prototype.serialize = function (parent) {
  73241. return _super.prototype._serialize.call(this, {
  73242. name: "PlaySoundAction",
  73243. properties: [{ name: "sound", value: this._sound.name }]
  73244. }, parent);
  73245. };
  73246. return PlaySoundAction;
  73247. }(BABYLON.Action));
  73248. BABYLON.PlaySoundAction = PlaySoundAction;
  73249. /**
  73250. * This defines an action helpful to stop a defined sound on a triggered action.
  73251. */
  73252. var StopSoundAction = /** @class */ (function (_super) {
  73253. __extends(StopSoundAction, _super);
  73254. /**
  73255. * Instantiate the action
  73256. * @param triggerOptions defines the trigger options
  73257. * @param sound defines the sound to stop
  73258. * @param condition defines the trigger related conditions
  73259. */
  73260. function StopSoundAction(triggerOptions, sound, condition) {
  73261. var _this = _super.call(this, triggerOptions, condition) || this;
  73262. _this._sound = sound;
  73263. return _this;
  73264. }
  73265. /** @hidden */
  73266. StopSoundAction.prototype._prepare = function () {
  73267. };
  73268. /**
  73269. * Execute the action and stop the sound.
  73270. */
  73271. StopSoundAction.prototype.execute = function () {
  73272. if (this._sound !== undefined) {
  73273. this._sound.stop();
  73274. }
  73275. };
  73276. /**
  73277. * Serializes the actions and its related information.
  73278. * @param parent defines the object to serialize in
  73279. * @returns the serialized object
  73280. */
  73281. StopSoundAction.prototype.serialize = function (parent) {
  73282. return _super.prototype._serialize.call(this, {
  73283. name: "StopSoundAction",
  73284. properties: [{ name: "sound", value: this._sound.name }]
  73285. }, parent);
  73286. };
  73287. return StopSoundAction;
  73288. }(BABYLON.Action));
  73289. BABYLON.StopSoundAction = StopSoundAction;
  73290. })(BABYLON || (BABYLON = {}));
  73291. //# sourceMappingURL=babylon.directAudioActions.js.map
  73292. var BABYLON;
  73293. (function (BABYLON) {
  73294. /**
  73295. * Class for creating a cube texture
  73296. */
  73297. var CubeTexture = /** @class */ (function (_super) {
  73298. __extends(CubeTexture, _super);
  73299. /**
  73300. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73301. * as prefiltered data.
  73302. * @param rootUrl defines the url of the texture or the root name of the six images
  73303. * @param scene defines the scene the texture is attached to
  73304. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73305. * @param noMipmap defines if mipmaps should be created or not
  73306. * @param files defines the six files to load for the different faces
  73307. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73308. * @param onError defines a callback triggered in case of error during load
  73309. * @param format defines the internal format to use for the texture once loaded
  73310. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73311. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73312. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73313. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73314. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73315. * @return the cube texture
  73316. */
  73317. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73318. if (extensions === void 0) { extensions = null; }
  73319. if (noMipmap === void 0) { noMipmap = false; }
  73320. if (files === void 0) { files = null; }
  73321. if (onLoad === void 0) { onLoad = null; }
  73322. if (onError === void 0) { onError = null; }
  73323. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73324. if (prefiltered === void 0) { prefiltered = false; }
  73325. if (forcedExtension === void 0) { forcedExtension = null; }
  73326. if (createPolynomials === void 0) { createPolynomials = false; }
  73327. if (lodScale === void 0) { lodScale = 0.8; }
  73328. if (lodOffset === void 0) { lodOffset = 0; }
  73329. var _this = _super.call(this, scene) || this;
  73330. /**
  73331. * Gets or sets the center of the bounding box associated with the cube texture.
  73332. * It must define where the camera used to render the texture was set
  73333. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73334. */
  73335. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73336. _this._rotationY = 0;
  73337. /** @hidden */
  73338. _this._prefiltered = false;
  73339. _this.name = rootUrl;
  73340. _this.url = rootUrl;
  73341. _this._noMipmap = noMipmap;
  73342. _this.hasAlpha = false;
  73343. _this._format = format;
  73344. _this.isCube = true;
  73345. _this._textureMatrix = BABYLON.Matrix.Identity();
  73346. _this._createPolynomials = createPolynomials;
  73347. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73348. if (!rootUrl && !files) {
  73349. return _this;
  73350. }
  73351. var lastDot = rootUrl.lastIndexOf(".");
  73352. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73353. var isDDS = (extension === ".dds");
  73354. var isEnv = (extension === ".env");
  73355. if (isEnv) {
  73356. _this.gammaSpace = false;
  73357. _this._prefiltered = false;
  73358. }
  73359. else {
  73360. _this._prefiltered = prefiltered;
  73361. if (prefiltered) {
  73362. _this.gammaSpace = false;
  73363. }
  73364. }
  73365. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73366. if (!files) {
  73367. if (!isEnv && !isDDS && !extensions) {
  73368. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73369. }
  73370. files = [];
  73371. if (extensions) {
  73372. for (var index = 0; index < extensions.length; index++) {
  73373. files.push(rootUrl + extensions[index]);
  73374. }
  73375. }
  73376. }
  73377. _this._files = files;
  73378. if (!_this._texture) {
  73379. if (!scene.useDelayedTextureLoading) {
  73380. if (prefiltered) {
  73381. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73382. }
  73383. else {
  73384. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73385. }
  73386. }
  73387. else {
  73388. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73389. }
  73390. }
  73391. else if (onLoad) {
  73392. if (_this._texture.isReady) {
  73393. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73394. }
  73395. else {
  73396. _this._texture.onLoadedObservable.add(onLoad);
  73397. }
  73398. }
  73399. return _this;
  73400. }
  73401. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73402. /**
  73403. * Returns the bounding box size
  73404. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73405. */
  73406. get: function () {
  73407. return this._boundingBoxSize;
  73408. },
  73409. /**
  73410. * Gets or sets the size of the bounding box associated with the cube texture
  73411. * When defined, the cubemap will switch to local mode
  73412. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73413. * @example https://www.babylonjs-playground.com/#RNASML
  73414. */
  73415. set: function (value) {
  73416. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73417. return;
  73418. }
  73419. this._boundingBoxSize = value;
  73420. var scene = this.getScene();
  73421. if (scene) {
  73422. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73423. }
  73424. },
  73425. enumerable: true,
  73426. configurable: true
  73427. });
  73428. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73429. /**
  73430. * Gets texture matrix rotation angle around Y axis radians.
  73431. */
  73432. get: function () {
  73433. return this._rotationY;
  73434. },
  73435. /**
  73436. * Sets texture matrix rotation angle around Y axis in radians.
  73437. */
  73438. set: function (value) {
  73439. this._rotationY = value;
  73440. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73441. },
  73442. enumerable: true,
  73443. configurable: true
  73444. });
  73445. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73446. /**
  73447. * Are mip maps generated for this texture or not.
  73448. */
  73449. get: function () {
  73450. return this._noMipmap;
  73451. },
  73452. enumerable: true,
  73453. configurable: true
  73454. });
  73455. /**
  73456. * Creates a cube texture from an array of image urls
  73457. * @param files defines an array of image urls
  73458. * @param scene defines the hosting scene
  73459. * @param noMipmap specifies if mip maps are not used
  73460. * @returns a cube texture
  73461. */
  73462. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73463. var rootUrlKey = "";
  73464. files.forEach(function (url) { return rootUrlKey += url; });
  73465. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73466. };
  73467. /**
  73468. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73469. * @param url defines the url of the prefiltered texture
  73470. * @param scene defines the scene the texture is attached to
  73471. * @param forcedExtension defines the extension of the file if different from the url
  73472. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73473. * @return the prefiltered texture
  73474. */
  73475. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73476. if (forcedExtension === void 0) { forcedExtension = null; }
  73477. if (createPolynomials === void 0) { createPolynomials = true; }
  73478. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73479. };
  73480. /**
  73481. * Get the current class name of the texture useful for serialization or dynamic coding.
  73482. * @returns "CubeTexture"
  73483. */
  73484. CubeTexture.prototype.getClassName = function () {
  73485. return "CubeTexture";
  73486. };
  73487. /**
  73488. * Update the url (and optional buffer) of this texture if url was null during construction.
  73489. * @param url the url of the texture
  73490. * @param forcedExtension defines the extension to use
  73491. * @param onLoad callback called when the texture is loaded (defaults to null)
  73492. */
  73493. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73494. if (this.url) {
  73495. this.releaseInternalTexture();
  73496. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73497. }
  73498. this.url = url;
  73499. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73500. this._prefiltered = false;
  73501. if (onLoad) {
  73502. this._delayedOnLoad = onLoad;
  73503. }
  73504. this.delayLoad(forcedExtension);
  73505. };
  73506. /**
  73507. * Delays loading of the cube texture
  73508. * @param forcedExtension defines the extension to use
  73509. */
  73510. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73511. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73512. return;
  73513. }
  73514. var scene = this.getScene();
  73515. if (!scene) {
  73516. return;
  73517. }
  73518. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73519. this._texture = this._getFromCache(this.url, this._noMipmap);
  73520. if (!this._texture) {
  73521. if (this._prefiltered) {
  73522. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73523. }
  73524. else {
  73525. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73526. }
  73527. }
  73528. };
  73529. /**
  73530. * Returns the reflection texture matrix
  73531. * @returns the reflection texture matrix
  73532. */
  73533. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73534. return this._textureMatrix;
  73535. };
  73536. /**
  73537. * Sets the reflection texture matrix
  73538. * @param value Reflection texture matrix
  73539. */
  73540. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73541. var _this = this;
  73542. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73543. return;
  73544. }
  73545. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73546. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73547. }
  73548. this._textureMatrix = value;
  73549. };
  73550. /**
  73551. * Parses text to create a cube texture
  73552. * @param parsedTexture define the serialized text to read from
  73553. * @param scene defines the hosting scene
  73554. * @param rootUrl defines the root url of the cube texture
  73555. * @returns a cube texture
  73556. */
  73557. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73558. var texture = BABYLON.SerializationHelper.Parse(function () {
  73559. var prefiltered = false;
  73560. if (parsedTexture.prefiltered) {
  73561. prefiltered = parsedTexture.prefiltered;
  73562. }
  73563. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73564. }, parsedTexture, scene);
  73565. // Local Cubemaps
  73566. if (parsedTexture.boundingBoxPosition) {
  73567. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73568. }
  73569. if (parsedTexture.boundingBoxSize) {
  73570. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73571. }
  73572. // Animations
  73573. if (parsedTexture.animations) {
  73574. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73575. var parsedAnimation = parsedTexture.animations[animationIndex];
  73576. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73577. }
  73578. }
  73579. return texture;
  73580. };
  73581. /**
  73582. * Makes a clone, or deep copy, of the cube texture
  73583. * @returns a new cube texture
  73584. */
  73585. CubeTexture.prototype.clone = function () {
  73586. var _this = this;
  73587. var scene = this.getScene();
  73588. var uniqueId = 0;
  73589. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73590. if (!scene) {
  73591. return _this;
  73592. }
  73593. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73594. uniqueId = cubeTexture.uniqueId;
  73595. return cubeTexture;
  73596. }, this);
  73597. newCubeTexture.uniqueId = uniqueId;
  73598. return newCubeTexture;
  73599. };
  73600. __decorate([
  73601. BABYLON.serialize("rotationY")
  73602. ], CubeTexture.prototype, "rotationY", null);
  73603. return CubeTexture;
  73604. }(BABYLON.BaseTexture));
  73605. BABYLON.CubeTexture = CubeTexture;
  73606. })(BABYLON || (BABYLON = {}));
  73607. //# sourceMappingURL=babylon.cubeTexture.js.map
  73608. var BABYLON;
  73609. (function (BABYLON) {
  73610. /**
  73611. * Raw cube texture where the raw buffers are passed in
  73612. */
  73613. var RawCubeTexture = /** @class */ (function (_super) {
  73614. __extends(RawCubeTexture, _super);
  73615. /**
  73616. * Creates a cube texture where the raw buffers are passed in.
  73617. * @param scene defines the scene the texture is attached to
  73618. * @param data defines the array of data to use to create each face
  73619. * @param size defines the size of the textures
  73620. * @param format defines the format of the data
  73621. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73622. * @param generateMipMaps defines if the engine should generate the mip levels
  73623. * @param invertY defines if data must be stored with Y axis inverted
  73624. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73625. * @param compression defines the compression used (null by default)
  73626. */
  73627. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73628. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73629. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73630. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73631. if (invertY === void 0) { invertY = false; }
  73632. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73633. if (compression === void 0) { compression = null; }
  73634. var _this = _super.call(this, "", scene) || this;
  73635. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73636. return _this;
  73637. }
  73638. /**
  73639. * Updates the raw cube texture.
  73640. * @param data defines the data to store
  73641. * @param format defines the data format
  73642. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73643. * @param invertY defines if data must be stored with Y axis inverted
  73644. * @param compression defines the compression used (null by default)
  73645. * @param level defines which level of the texture to update
  73646. */
  73647. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73648. if (compression === void 0) { compression = null; }
  73649. if (level === void 0) { level = 0; }
  73650. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73651. };
  73652. /**
  73653. * Updates a raw cube texture with RGBD encoded data.
  73654. * @param data defines the array of data [mipmap][face] to use to create each face
  73655. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73656. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73657. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73658. * @returns a promsie that resolves when the operation is complete
  73659. */
  73660. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73661. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73662. if (lodScale === void 0) { lodScale = 0.8; }
  73663. if (lodOffset === void 0) { lodOffset = 0; }
  73664. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73665. };
  73666. /**
  73667. * Clones the raw cube texture.
  73668. * @return a new cube texture
  73669. */
  73670. RawCubeTexture.prototype.clone = function () {
  73671. var _this = this;
  73672. return BABYLON.SerializationHelper.Clone(function () {
  73673. var scene = _this.getScene();
  73674. var internalTexture = _this._texture;
  73675. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73676. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73677. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73678. }
  73679. return texture;
  73680. }, this);
  73681. };
  73682. /** @hidden */
  73683. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73684. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73685. internalTexture._bufferViewArrayArray = data;
  73686. internalTexture._lodGenerationScale = lodScale;
  73687. internalTexture._lodGenerationOffset = lodOffset;
  73688. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73689. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73690. internalTexture.isReady = true;
  73691. });
  73692. };
  73693. return RawCubeTexture;
  73694. }(BABYLON.CubeTexture));
  73695. BABYLON.RawCubeTexture = RawCubeTexture;
  73696. })(BABYLON || (BABYLON = {}));
  73697. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73698. var BABYLON;
  73699. (function (BABYLON) {
  73700. /**
  73701. * This Helps creating a texture that will be created from a camera in your scene.
  73702. * It is basically a dynamic texture that could be used to create special effects for instance.
  73703. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73704. */
  73705. var RenderTargetTexture = /** @class */ (function (_super) {
  73706. __extends(RenderTargetTexture, _super);
  73707. /**
  73708. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73709. * or used a shadow, depth texture...
  73710. * @param name The friendly name of the texture
  73711. * @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)
  73712. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73713. * @param generateMipMaps True if mip maps need to be generated after render.
  73714. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73715. * @param type The type of the buffer in the RTT (int, half float, float...)
  73716. * @param isCube True if a cube texture needs to be created
  73717. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73718. * @param generateDepthBuffer True to generate a depth buffer
  73719. * @param generateStencilBuffer True to generate a stencil buffer
  73720. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73721. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73722. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73723. */
  73724. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73725. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73726. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73727. if (isCube === void 0) { isCube = false; }
  73728. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73729. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73730. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73731. if (isMulti === void 0) { isMulti = false; }
  73732. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73733. if (delayAllocation === void 0) { delayAllocation = false; }
  73734. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73735. _this.isCube = isCube;
  73736. /**
  73737. * Define if particles should be rendered in your texture.
  73738. */
  73739. _this.renderParticles = true;
  73740. /**
  73741. * Define if sprites should be rendered in your texture.
  73742. */
  73743. _this.renderSprites = false;
  73744. /**
  73745. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73746. */
  73747. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73748. /**
  73749. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73750. */
  73751. _this.ignoreCameraViewport = false;
  73752. /**
  73753. * An event triggered when the texture is unbind.
  73754. */
  73755. _this.onBeforeBindObservable = new BABYLON.Observable();
  73756. /**
  73757. * An event triggered when the texture is unbind.
  73758. */
  73759. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73760. /**
  73761. * An event triggered before rendering the texture
  73762. */
  73763. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73764. /**
  73765. * An event triggered after rendering the texture
  73766. */
  73767. _this.onAfterRenderObservable = new BABYLON.Observable();
  73768. /**
  73769. * An event triggered after the texture clear
  73770. */
  73771. _this.onClearObservable = new BABYLON.Observable();
  73772. _this._currentRefreshId = -1;
  73773. _this._refreshRate = 1;
  73774. _this._samples = 1;
  73775. /**
  73776. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73777. * It must define where the camera used to render the texture is set
  73778. */
  73779. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73780. scene = _this.getScene();
  73781. if (!scene) {
  73782. return _this;
  73783. }
  73784. _this.renderList = new Array();
  73785. _this._engine = scene.getEngine();
  73786. _this.name = name;
  73787. _this.isRenderTarget = true;
  73788. _this._initialSizeParameter = size;
  73789. _this._processSizeParameter(size);
  73790. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73791. });
  73792. _this._generateMipMaps = generateMipMaps ? true : false;
  73793. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73794. // Rendering groups
  73795. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73796. _this._renderingManager._useSceneAutoClearSetup = true;
  73797. if (isMulti) {
  73798. return _this;
  73799. }
  73800. _this._renderTargetOptions = {
  73801. generateMipMaps: generateMipMaps,
  73802. type: type,
  73803. format: format,
  73804. samplingMode: samplingMode,
  73805. generateDepthBuffer: generateDepthBuffer,
  73806. generateStencilBuffer: generateStencilBuffer
  73807. };
  73808. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73809. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73810. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73811. }
  73812. if (!delayAllocation) {
  73813. if (isCube) {
  73814. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73815. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73816. _this._textureMatrix = BABYLON.Matrix.Identity();
  73817. }
  73818. else {
  73819. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73820. }
  73821. }
  73822. return _this;
  73823. }
  73824. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73825. /**
  73826. * Use this list to define the list of mesh you want to render.
  73827. */
  73828. get: function () {
  73829. return this._renderList;
  73830. },
  73831. set: function (value) {
  73832. this._renderList = value;
  73833. if (this._renderList) {
  73834. this._hookArray(this._renderList);
  73835. }
  73836. },
  73837. enumerable: true,
  73838. configurable: true
  73839. });
  73840. RenderTargetTexture.prototype._hookArray = function (array) {
  73841. var _this = this;
  73842. var oldPush = array.push;
  73843. array.push = function () {
  73844. var items = [];
  73845. for (var _i = 0; _i < arguments.length; _i++) {
  73846. items[_i] = arguments[_i];
  73847. }
  73848. var wasEmpty = array.length === 0;
  73849. var result = oldPush.apply(array, items);
  73850. if (wasEmpty) {
  73851. _this.getScene().meshes.forEach(function (mesh) {
  73852. mesh._markSubMeshesAsLightDirty();
  73853. });
  73854. }
  73855. return result;
  73856. };
  73857. var oldSplice = array.splice;
  73858. array.splice = function (index, deleteCount) {
  73859. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73860. if (array.length === 0) {
  73861. _this.getScene().meshes.forEach(function (mesh) {
  73862. mesh._markSubMeshesAsLightDirty();
  73863. });
  73864. }
  73865. return deleted;
  73866. };
  73867. };
  73868. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73869. /**
  73870. * Set a after unbind callback in the texture.
  73871. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73872. */
  73873. set: function (callback) {
  73874. if (this._onAfterUnbindObserver) {
  73875. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73876. }
  73877. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73878. },
  73879. enumerable: true,
  73880. configurable: true
  73881. });
  73882. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73883. /**
  73884. * Set a before render callback in the texture.
  73885. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73886. */
  73887. set: function (callback) {
  73888. if (this._onBeforeRenderObserver) {
  73889. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73890. }
  73891. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73892. },
  73893. enumerable: true,
  73894. configurable: true
  73895. });
  73896. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73897. /**
  73898. * Set a after render callback in the texture.
  73899. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73900. */
  73901. set: function (callback) {
  73902. if (this._onAfterRenderObserver) {
  73903. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73904. }
  73905. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73906. },
  73907. enumerable: true,
  73908. configurable: true
  73909. });
  73910. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73911. /**
  73912. * Set a clear callback in the texture.
  73913. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73914. */
  73915. set: function (callback) {
  73916. if (this._onClearObserver) {
  73917. this.onClearObservable.remove(this._onClearObserver);
  73918. }
  73919. this._onClearObserver = this.onClearObservable.add(callback);
  73920. },
  73921. enumerable: true,
  73922. configurable: true
  73923. });
  73924. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73925. /**
  73926. * Gets render target creation options that were used.
  73927. */
  73928. get: function () {
  73929. return this._renderTargetOptions;
  73930. },
  73931. enumerable: true,
  73932. configurable: true
  73933. });
  73934. RenderTargetTexture.prototype._onRatioRescale = function () {
  73935. if (this._sizeRatio) {
  73936. this.resize(this._initialSizeParameter);
  73937. }
  73938. };
  73939. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73940. get: function () {
  73941. return this._boundingBoxSize;
  73942. },
  73943. /**
  73944. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73945. * When defined, the cubemap will switch to local mode
  73946. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73947. * @example https://www.babylonjs-playground.com/#RNASML
  73948. */
  73949. set: function (value) {
  73950. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73951. return;
  73952. }
  73953. this._boundingBoxSize = value;
  73954. var scene = this.getScene();
  73955. if (scene) {
  73956. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73957. }
  73958. },
  73959. enumerable: true,
  73960. configurable: true
  73961. });
  73962. /**
  73963. * Creates a depth stencil texture.
  73964. * This is only available in WebGL 2 or with the depth texture extension available.
  73965. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73966. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73967. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73968. */
  73969. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73970. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73971. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73972. if (generateStencil === void 0) { generateStencil = false; }
  73973. if (!this.getScene()) {
  73974. return;
  73975. }
  73976. var engine = this.getScene().getEngine();
  73977. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73978. bilinearFiltering: bilinearFiltering,
  73979. comparisonFunction: comparisonFunction,
  73980. generateStencil: generateStencil,
  73981. isCube: this.isCube
  73982. });
  73983. engine.setFrameBufferDepthStencilTexture(this);
  73984. };
  73985. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73986. if (size.ratio) {
  73987. this._sizeRatio = size.ratio;
  73988. this._size = {
  73989. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73990. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73991. };
  73992. }
  73993. else {
  73994. this._size = size;
  73995. }
  73996. };
  73997. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73998. /**
  73999. * Define the number of samples to use in case of MSAA.
  74000. * It defaults to one meaning no MSAA has been enabled.
  74001. */
  74002. get: function () {
  74003. return this._samples;
  74004. },
  74005. set: function (value) {
  74006. if (this._samples === value) {
  74007. return;
  74008. }
  74009. var scene = this.getScene();
  74010. if (!scene) {
  74011. return;
  74012. }
  74013. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74014. },
  74015. enumerable: true,
  74016. configurable: true
  74017. });
  74018. /**
  74019. * Resets the refresh counter of the texture and start bak from scratch.
  74020. * Could be useful to regenerate the texture if it is setup to render only once.
  74021. */
  74022. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74023. this._currentRefreshId = -1;
  74024. };
  74025. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74026. /**
  74027. * Define the refresh rate of the texture or the rendering frequency.
  74028. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74029. */
  74030. get: function () {
  74031. return this._refreshRate;
  74032. },
  74033. set: function (value) {
  74034. this._refreshRate = value;
  74035. this.resetRefreshCounter();
  74036. },
  74037. enumerable: true,
  74038. configurable: true
  74039. });
  74040. /**
  74041. * Adds a post process to the render target rendering passes.
  74042. * @param postProcess define the post process to add
  74043. */
  74044. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74045. if (!this._postProcessManager) {
  74046. var scene = this.getScene();
  74047. if (!scene) {
  74048. return;
  74049. }
  74050. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74051. this._postProcesses = new Array();
  74052. }
  74053. this._postProcesses.push(postProcess);
  74054. this._postProcesses[0].autoClear = false;
  74055. };
  74056. /**
  74057. * Clear all the post processes attached to the render target
  74058. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74059. */
  74060. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74061. if (dispose === void 0) { dispose = false; }
  74062. if (!this._postProcesses) {
  74063. return;
  74064. }
  74065. if (dispose) {
  74066. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74067. var postProcess = _a[_i];
  74068. postProcess.dispose();
  74069. }
  74070. }
  74071. this._postProcesses = [];
  74072. };
  74073. /**
  74074. * Remove one of the post process from the list of attached post processes to the texture
  74075. * @param postProcess define the post process to remove from the list
  74076. */
  74077. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74078. if (!this._postProcesses) {
  74079. return;
  74080. }
  74081. var index = this._postProcesses.indexOf(postProcess);
  74082. if (index === -1) {
  74083. return;
  74084. }
  74085. this._postProcesses.splice(index, 1);
  74086. if (this._postProcesses.length > 0) {
  74087. this._postProcesses[0].autoClear = false;
  74088. }
  74089. };
  74090. /** @hidden */
  74091. RenderTargetTexture.prototype._shouldRender = function () {
  74092. if (this._currentRefreshId === -1) { // At least render once
  74093. this._currentRefreshId = 1;
  74094. return true;
  74095. }
  74096. if (this.refreshRate === this._currentRefreshId) {
  74097. this._currentRefreshId = 1;
  74098. return true;
  74099. }
  74100. this._currentRefreshId++;
  74101. return false;
  74102. };
  74103. /**
  74104. * Gets the actual render size of the texture.
  74105. * @returns the width of the render size
  74106. */
  74107. RenderTargetTexture.prototype.getRenderSize = function () {
  74108. return this.getRenderWidth();
  74109. };
  74110. /**
  74111. * Gets the actual render width of the texture.
  74112. * @returns the width of the render size
  74113. */
  74114. RenderTargetTexture.prototype.getRenderWidth = function () {
  74115. if (this._size.width) {
  74116. return this._size.width;
  74117. }
  74118. return this._size;
  74119. };
  74120. /**
  74121. * Gets the actual render height of the texture.
  74122. * @returns the height of the render size
  74123. */
  74124. RenderTargetTexture.prototype.getRenderHeight = function () {
  74125. if (this._size.width) {
  74126. return this._size.height;
  74127. }
  74128. return this._size;
  74129. };
  74130. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74131. /**
  74132. * Get if the texture can be rescaled or not.
  74133. */
  74134. get: function () {
  74135. return true;
  74136. },
  74137. enumerable: true,
  74138. configurable: true
  74139. });
  74140. /**
  74141. * Resize the texture using a ratio.
  74142. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74143. */
  74144. RenderTargetTexture.prototype.scale = function (ratio) {
  74145. var newSize = this.getRenderSize() * ratio;
  74146. this.resize(newSize);
  74147. };
  74148. /**
  74149. * Get the texture reflection matrix used to rotate/transform the reflection.
  74150. * @returns the reflection matrix
  74151. */
  74152. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74153. if (this.isCube) {
  74154. return this._textureMatrix;
  74155. }
  74156. return _super.prototype.getReflectionTextureMatrix.call(this);
  74157. };
  74158. /**
  74159. * Resize the texture to a new desired size.
  74160. * Be carrefull as it will recreate all the data in the new texture.
  74161. * @param size Define the new size. It can be:
  74162. * - a number for squared texture,
  74163. * - an object containing { width: number, height: number }
  74164. * - or an object containing a ratio { ratio: number }
  74165. */
  74166. RenderTargetTexture.prototype.resize = function (size) {
  74167. this.releaseInternalTexture();
  74168. var scene = this.getScene();
  74169. if (!scene) {
  74170. return;
  74171. }
  74172. this._processSizeParameter(size);
  74173. if (this.isCube) {
  74174. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74175. }
  74176. else {
  74177. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74178. }
  74179. };
  74180. /**
  74181. * Renders all the objects from the render list into the texture.
  74182. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74183. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74184. */
  74185. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74186. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74187. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74188. var scene = this.getScene();
  74189. if (!scene) {
  74190. return;
  74191. }
  74192. var engine = scene.getEngine();
  74193. if (this.useCameraPostProcesses !== undefined) {
  74194. useCameraPostProcess = this.useCameraPostProcesses;
  74195. }
  74196. if (this._waitingRenderList) {
  74197. this.renderList = [];
  74198. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74199. var id = this._waitingRenderList[index];
  74200. var mesh_1 = scene.getMeshByID(id);
  74201. if (mesh_1) {
  74202. this.renderList.push(mesh_1);
  74203. }
  74204. }
  74205. delete this._waitingRenderList;
  74206. }
  74207. // Is predicate defined?
  74208. if (this.renderListPredicate) {
  74209. if (this.renderList) {
  74210. this.renderList.length = 0; // Clear previous renderList
  74211. }
  74212. else {
  74213. this.renderList = [];
  74214. }
  74215. var scene = this.getScene();
  74216. if (!scene) {
  74217. return;
  74218. }
  74219. var sceneMeshes = scene.meshes;
  74220. for (var index = 0; index < sceneMeshes.length; index++) {
  74221. var mesh = sceneMeshes[index];
  74222. if (this.renderListPredicate(mesh)) {
  74223. this.renderList.push(mesh);
  74224. }
  74225. }
  74226. }
  74227. this.onBeforeBindObservable.notifyObservers(this);
  74228. // Set custom projection.
  74229. // Needs to be before binding to prevent changing the aspect ratio.
  74230. var camera;
  74231. if (this.activeCamera) {
  74232. camera = this.activeCamera;
  74233. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74234. if (this.activeCamera !== scene.activeCamera) {
  74235. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74236. }
  74237. }
  74238. else {
  74239. camera = scene.activeCamera;
  74240. if (camera) {
  74241. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74242. }
  74243. }
  74244. // Prepare renderingManager
  74245. this._renderingManager.reset();
  74246. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74247. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74248. var sceneRenderId = scene.getRenderId();
  74249. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74250. var mesh = currentRenderList[meshIndex];
  74251. if (mesh) {
  74252. if (!mesh.isReady(this.refreshRate === 0)) {
  74253. this.resetRefreshCounter();
  74254. continue;
  74255. }
  74256. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74257. var isMasked = void 0;
  74258. if (!this.renderList && camera) {
  74259. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74260. }
  74261. else {
  74262. isMasked = false;
  74263. }
  74264. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74265. mesh._activate(sceneRenderId);
  74266. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74267. var subMesh = mesh.subMeshes[subIndex];
  74268. scene._activeIndices.addCount(subMesh.indexCount, false);
  74269. this._renderingManager.dispatch(subMesh, mesh);
  74270. }
  74271. }
  74272. }
  74273. }
  74274. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74275. var particleSystem = scene.particleSystems[particleIndex];
  74276. var emitter = particleSystem.emitter;
  74277. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74278. continue;
  74279. }
  74280. if (currentRenderList.indexOf(emitter) >= 0) {
  74281. this._renderingManager.dispatchParticles(particleSystem);
  74282. }
  74283. }
  74284. if (this.isCube) {
  74285. for (var face = 0; face < 6; face++) {
  74286. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74287. scene.incrementRenderId();
  74288. scene.resetCachedMaterial();
  74289. }
  74290. }
  74291. else {
  74292. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74293. }
  74294. this.onAfterUnbindObservable.notifyObservers(this);
  74295. if (scene.activeCamera) {
  74296. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74297. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74298. }
  74299. engine.setViewport(scene.activeCamera.viewport);
  74300. }
  74301. scene.resetCachedMaterial();
  74302. };
  74303. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74304. var minimum = 128;
  74305. var x = renderDimension * scale;
  74306. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74307. // Ensure we don't exceed the render dimension (while staying POT)
  74308. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74309. };
  74310. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74311. var _this = this;
  74312. if (!this._texture) {
  74313. return;
  74314. }
  74315. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74316. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74317. });
  74318. };
  74319. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74320. var scene = this.getScene();
  74321. if (!scene) {
  74322. return;
  74323. }
  74324. var engine = scene.getEngine();
  74325. if (!this._texture) {
  74326. return;
  74327. }
  74328. // Bind
  74329. if (this._postProcessManager) {
  74330. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74331. }
  74332. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74333. if (this._texture) {
  74334. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74335. }
  74336. }
  74337. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74338. // Clear
  74339. if (this.onClearObservable.hasObservers()) {
  74340. this.onClearObservable.notifyObservers(engine);
  74341. }
  74342. else {
  74343. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74344. }
  74345. if (!this._doNotChangeAspectRatio) {
  74346. scene.updateTransformMatrix(true);
  74347. }
  74348. // Before Camera Draw
  74349. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74350. var step = _a[_i];
  74351. step.action(this);
  74352. }
  74353. // Render
  74354. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74355. // After Camera Draw
  74356. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74357. var step = _c[_b];
  74358. step.action(this);
  74359. }
  74360. if (this._postProcessManager) {
  74361. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74362. }
  74363. else if (useCameraPostProcess) {
  74364. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74365. }
  74366. if (!this._doNotChangeAspectRatio) {
  74367. scene.updateTransformMatrix(true);
  74368. }
  74369. // Dump ?
  74370. if (dumpForDebug) {
  74371. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74372. }
  74373. // Unbind
  74374. if (!this.isCube || faceIndex === 5) {
  74375. if (this.isCube) {
  74376. if (faceIndex === 5) {
  74377. engine.generateMipMapsForCubemap(this._texture);
  74378. }
  74379. }
  74380. this.unbindFrameBuffer(engine, faceIndex);
  74381. }
  74382. else {
  74383. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74384. }
  74385. };
  74386. /**
  74387. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74388. * This allowed control for front to back rendering or reversly depending of the special needs.
  74389. *
  74390. * @param renderingGroupId The rendering group id corresponding to its index
  74391. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74392. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74393. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74394. */
  74395. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74396. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74397. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74398. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74399. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74400. };
  74401. /**
  74402. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74403. *
  74404. * @param renderingGroupId The rendering group id corresponding to its index
  74405. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74406. */
  74407. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74408. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74409. this._renderingManager._useSceneAutoClearSetup = false;
  74410. };
  74411. /**
  74412. * Clones the texture.
  74413. * @returns the cloned texture
  74414. */
  74415. RenderTargetTexture.prototype.clone = function () {
  74416. var textureSize = this.getSize();
  74417. 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);
  74418. // Base texture
  74419. newTexture.hasAlpha = this.hasAlpha;
  74420. newTexture.level = this.level;
  74421. // RenderTarget Texture
  74422. newTexture.coordinatesMode = this.coordinatesMode;
  74423. if (this.renderList) {
  74424. newTexture.renderList = this.renderList.slice(0);
  74425. }
  74426. return newTexture;
  74427. };
  74428. /**
  74429. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74430. * @returns The JSON representation of the texture
  74431. */
  74432. RenderTargetTexture.prototype.serialize = function () {
  74433. if (!this.name) {
  74434. return null;
  74435. }
  74436. var serializationObject = _super.prototype.serialize.call(this);
  74437. serializationObject.renderTargetSize = this.getRenderSize();
  74438. serializationObject.renderList = [];
  74439. if (this.renderList) {
  74440. for (var index = 0; index < this.renderList.length; index++) {
  74441. serializationObject.renderList.push(this.renderList[index].id);
  74442. }
  74443. }
  74444. return serializationObject;
  74445. };
  74446. /**
  74447. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74448. */
  74449. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74450. var objBuffer = this.getInternalTexture();
  74451. var scene = this.getScene();
  74452. if (objBuffer && scene) {
  74453. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74454. }
  74455. };
  74456. /**
  74457. * Dispose the texture and release its associated resources.
  74458. */
  74459. RenderTargetTexture.prototype.dispose = function () {
  74460. if (this._postProcessManager) {
  74461. this._postProcessManager.dispose();
  74462. this._postProcessManager = null;
  74463. }
  74464. this.clearPostProcesses(true);
  74465. if (this._resizeObserver) {
  74466. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74467. this._resizeObserver = null;
  74468. }
  74469. this.renderList = null;
  74470. // Remove from custom render targets
  74471. var scene = this.getScene();
  74472. if (!scene) {
  74473. return;
  74474. }
  74475. var index = scene.customRenderTargets.indexOf(this);
  74476. if (index >= 0) {
  74477. scene.customRenderTargets.splice(index, 1);
  74478. }
  74479. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74480. var camera = _a[_i];
  74481. index = camera.customRenderTargets.indexOf(this);
  74482. if (index >= 0) {
  74483. camera.customRenderTargets.splice(index, 1);
  74484. }
  74485. }
  74486. _super.prototype.dispose.call(this);
  74487. };
  74488. /** @hidden */
  74489. RenderTargetTexture.prototype._rebuild = function () {
  74490. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74491. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74492. }
  74493. if (this._postProcessManager) {
  74494. this._postProcessManager._rebuild();
  74495. }
  74496. };
  74497. /**
  74498. * Clear the info related to rendering groups preventing retention point in material dispose.
  74499. */
  74500. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74501. if (this._renderingManager) {
  74502. this._renderingManager.freeRenderingGroups();
  74503. }
  74504. };
  74505. /**
  74506. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74507. */
  74508. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74509. /**
  74510. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74511. */
  74512. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74513. /**
  74514. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74515. * the central point of your effect and can save a lot of performances.
  74516. */
  74517. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74518. return RenderTargetTexture;
  74519. }(BABYLON.Texture));
  74520. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74521. })(BABYLON || (BABYLON = {}));
  74522. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74523. var BABYLON;
  74524. (function (BABYLON) {
  74525. /**
  74526. * A multi render target, like a render target provides the ability to render to a texture.
  74527. * Unlike the render target, it can render to several draw buffers in one draw.
  74528. * This is specially interesting in deferred rendering or for any effects requiring more than
  74529. * just one color from a single pass.
  74530. */
  74531. var MultiRenderTarget = /** @class */ (function (_super) {
  74532. __extends(MultiRenderTarget, _super);
  74533. /**
  74534. * Instantiate a new multi render target texture.
  74535. * A multi render target, like a render target provides the ability to render to a texture.
  74536. * Unlike the render target, it can render to several draw buffers in one draw.
  74537. * This is specially interesting in deferred rendering or for any effects requiring more than
  74538. * just one color from a single pass.
  74539. * @param name Define the name of the texture
  74540. * @param size Define the size of the buffers to render to
  74541. * @param count Define the number of target we are rendering into
  74542. * @param scene Define the scene the texture belongs to
  74543. * @param options Define the options used to create the multi render target
  74544. */
  74545. function MultiRenderTarget(name, size, count, scene, options) {
  74546. var _this = this;
  74547. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74548. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74549. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74550. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74551. _this._engine = scene.getEngine();
  74552. if (!_this.isSupported) {
  74553. _this.dispose();
  74554. return;
  74555. }
  74556. var types = [];
  74557. var samplingModes = [];
  74558. for (var i = 0; i < count; i++) {
  74559. if (options && options.types && options.types[i] !== undefined) {
  74560. types.push(options.types[i]);
  74561. }
  74562. else {
  74563. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74564. }
  74565. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74566. samplingModes.push(options.samplingModes[i]);
  74567. }
  74568. else {
  74569. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74570. }
  74571. }
  74572. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74573. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74574. _this._size = size;
  74575. _this._multiRenderTargetOptions = {
  74576. samplingModes: samplingModes,
  74577. generateMipMaps: generateMipMaps,
  74578. generateDepthBuffer: generateDepthBuffer,
  74579. generateStencilBuffer: generateStencilBuffer,
  74580. generateDepthTexture: generateDepthTexture,
  74581. types: types,
  74582. textureCount: count
  74583. };
  74584. _this._createInternalTextures();
  74585. _this._createTextures();
  74586. return _this;
  74587. }
  74588. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74589. /**
  74590. * Get if draw buffers are currently supported by the used hardware and browser.
  74591. */
  74592. get: function () {
  74593. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74594. },
  74595. enumerable: true,
  74596. configurable: true
  74597. });
  74598. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74599. /**
  74600. * Get the list of textures generated by the multi render target.
  74601. */
  74602. get: function () {
  74603. return this._textures;
  74604. },
  74605. enumerable: true,
  74606. configurable: true
  74607. });
  74608. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74609. /**
  74610. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74611. */
  74612. get: function () {
  74613. return this._textures[this._textures.length - 1];
  74614. },
  74615. enumerable: true,
  74616. configurable: true
  74617. });
  74618. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74619. /**
  74620. * Set the wrapping mode on U of all the textures we are rendering to.
  74621. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74622. */
  74623. set: function (wrap) {
  74624. if (this._textures) {
  74625. for (var i = 0; i < this._textures.length; i++) {
  74626. this._textures[i].wrapU = wrap;
  74627. }
  74628. }
  74629. },
  74630. enumerable: true,
  74631. configurable: true
  74632. });
  74633. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74634. /**
  74635. * Set the wrapping mode on V of all the textures we are rendering to.
  74636. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74637. */
  74638. set: function (wrap) {
  74639. if (this._textures) {
  74640. for (var i = 0; i < this._textures.length; i++) {
  74641. this._textures[i].wrapV = wrap;
  74642. }
  74643. }
  74644. },
  74645. enumerable: true,
  74646. configurable: true
  74647. });
  74648. /** @hidden */
  74649. MultiRenderTarget.prototype._rebuild = function () {
  74650. this.releaseInternalTextures();
  74651. this._createInternalTextures();
  74652. for (var i = 0; i < this._internalTextures.length; i++) {
  74653. var texture = this._textures[i];
  74654. texture._texture = this._internalTextures[i];
  74655. }
  74656. // Keeps references to frame buffer and stencil/depth buffer
  74657. this._texture = this._internalTextures[0];
  74658. };
  74659. MultiRenderTarget.prototype._createInternalTextures = function () {
  74660. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74661. };
  74662. MultiRenderTarget.prototype._createTextures = function () {
  74663. this._textures = [];
  74664. for (var i = 0; i < this._internalTextures.length; i++) {
  74665. var texture = new BABYLON.Texture(null, this.getScene());
  74666. texture._texture = this._internalTextures[i];
  74667. this._textures.push(texture);
  74668. }
  74669. // Keeps references to frame buffer and stencil/depth buffer
  74670. this._texture = this._internalTextures[0];
  74671. };
  74672. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74673. /**
  74674. * Define the number of samples used if MSAA is enabled.
  74675. */
  74676. get: function () {
  74677. return this._samples;
  74678. },
  74679. set: function (value) {
  74680. if (this._samples === value) {
  74681. return;
  74682. }
  74683. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74684. },
  74685. enumerable: true,
  74686. configurable: true
  74687. });
  74688. /**
  74689. * Resize all the textures in the multi render target.
  74690. * Be carrefull as it will recreate all the data in the new texture.
  74691. * @param size Define the new size
  74692. */
  74693. MultiRenderTarget.prototype.resize = function (size) {
  74694. this.releaseInternalTextures();
  74695. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74696. this._createInternalTextures();
  74697. };
  74698. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74699. var _this = this;
  74700. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74701. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74702. });
  74703. };
  74704. /**
  74705. * Dispose the render targets and their associated resources
  74706. */
  74707. MultiRenderTarget.prototype.dispose = function () {
  74708. this.releaseInternalTextures();
  74709. _super.prototype.dispose.call(this);
  74710. };
  74711. /**
  74712. * Release all the underlying texture used as draw buffers.
  74713. */
  74714. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74715. if (!this._internalTextures) {
  74716. return;
  74717. }
  74718. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74719. if (this._internalTextures[i] !== undefined) {
  74720. this._internalTextures[i].dispose();
  74721. this._internalTextures.splice(i, 1);
  74722. }
  74723. }
  74724. };
  74725. return MultiRenderTarget;
  74726. }(BABYLON.RenderTargetTexture));
  74727. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74728. })(BABYLON || (BABYLON = {}));
  74729. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74730. var BABYLON;
  74731. (function (BABYLON) {
  74732. /**
  74733. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74734. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74735. * You can then easily use it as a reflectionTexture on a flat surface.
  74736. * In case the surface is not a plane, please consider relying on reflection probes.
  74737. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74738. */
  74739. var MirrorTexture = /** @class */ (function (_super) {
  74740. __extends(MirrorTexture, _super);
  74741. /**
  74742. * Instantiates a Mirror Texture.
  74743. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74744. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74745. * You can then easily use it as a reflectionTexture on a flat surface.
  74746. * In case the surface is not a plane, please consider relying on reflection probes.
  74747. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74748. * @param name
  74749. * @param size
  74750. * @param scene
  74751. * @param generateMipMaps
  74752. * @param type
  74753. * @param samplingMode
  74754. * @param generateDepthBuffer
  74755. */
  74756. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74757. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74758. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74759. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74760. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74761. _this.scene = scene;
  74762. /**
  74763. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74764. * 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.
  74765. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74766. */
  74767. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74768. _this._transformMatrix = BABYLON.Matrix.Zero();
  74769. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74770. _this._adaptiveBlurKernel = 0;
  74771. _this._blurKernelX = 0;
  74772. _this._blurKernelY = 0;
  74773. _this._blurRatio = 1.0;
  74774. _this.ignoreCameraViewport = true;
  74775. _this._updateGammaSpace();
  74776. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74777. _this._updateGammaSpace;
  74778. });
  74779. _this.onBeforeRenderObservable.add(function () {
  74780. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74781. _this._savedViewMatrix = scene.getViewMatrix();
  74782. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74783. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74784. scene.clipPlane = _this.mirrorPlane;
  74785. scene.getEngine().cullBackFaces = false;
  74786. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74787. });
  74788. _this.onAfterRenderObservable.add(function () {
  74789. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74790. scene.getEngine().cullBackFaces = true;
  74791. scene._mirroredCameraPosition = null;
  74792. delete scene.clipPlane;
  74793. });
  74794. return _this;
  74795. }
  74796. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74797. get: function () {
  74798. return this._blurRatio;
  74799. },
  74800. /**
  74801. * Define the blur ratio used to blur the reflection if needed.
  74802. */
  74803. set: function (value) {
  74804. if (this._blurRatio === value) {
  74805. return;
  74806. }
  74807. this._blurRatio = value;
  74808. this._preparePostProcesses();
  74809. },
  74810. enumerable: true,
  74811. configurable: true
  74812. });
  74813. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74814. /**
  74815. * Define the adaptive blur kernel used to blur the reflection if needed.
  74816. * This will autocompute the closest best match for the `blurKernel`
  74817. */
  74818. set: function (value) {
  74819. this._adaptiveBlurKernel = value;
  74820. this._autoComputeBlurKernel();
  74821. },
  74822. enumerable: true,
  74823. configurable: true
  74824. });
  74825. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74826. /**
  74827. * Define the blur kernel used to blur the reflection if needed.
  74828. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74829. */
  74830. set: function (value) {
  74831. this.blurKernelX = value;
  74832. this.blurKernelY = value;
  74833. },
  74834. enumerable: true,
  74835. configurable: true
  74836. });
  74837. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74838. get: function () {
  74839. return this._blurKernelX;
  74840. },
  74841. /**
  74842. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74843. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74844. */
  74845. set: function (value) {
  74846. if (this._blurKernelX === value) {
  74847. return;
  74848. }
  74849. this._blurKernelX = value;
  74850. this._preparePostProcesses();
  74851. },
  74852. enumerable: true,
  74853. configurable: true
  74854. });
  74855. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74856. get: function () {
  74857. return this._blurKernelY;
  74858. },
  74859. /**
  74860. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74861. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74862. */
  74863. set: function (value) {
  74864. if (this._blurKernelY === value) {
  74865. return;
  74866. }
  74867. this._blurKernelY = value;
  74868. this._preparePostProcesses();
  74869. },
  74870. enumerable: true,
  74871. configurable: true
  74872. });
  74873. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74874. var engine = this.getScene().getEngine();
  74875. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74876. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74877. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74878. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74879. };
  74880. MirrorTexture.prototype._onRatioRescale = function () {
  74881. if (this._sizeRatio) {
  74882. this.resize(this._initialSizeParameter);
  74883. if (!this._adaptiveBlurKernel) {
  74884. this._preparePostProcesses();
  74885. }
  74886. }
  74887. if (this._adaptiveBlurKernel) {
  74888. this._autoComputeBlurKernel();
  74889. }
  74890. };
  74891. MirrorTexture.prototype._updateGammaSpace = function () {
  74892. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74893. };
  74894. MirrorTexture.prototype._preparePostProcesses = function () {
  74895. this.clearPostProcesses(true);
  74896. if (this._blurKernelX && this._blurKernelY) {
  74897. var engine = this.getScene().getEngine();
  74898. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74899. 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);
  74900. this._blurX.autoClear = false;
  74901. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74902. this._blurX.inputTexture = this._texture;
  74903. }
  74904. else {
  74905. this._blurX.alwaysForcePOT = true;
  74906. }
  74907. 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);
  74908. this._blurY.autoClear = false;
  74909. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74910. this.addPostProcess(this._blurX);
  74911. this.addPostProcess(this._blurY);
  74912. }
  74913. else {
  74914. if (this._blurY) {
  74915. this.removePostProcess(this._blurY);
  74916. this._blurY.dispose();
  74917. this._blurY = null;
  74918. }
  74919. if (this._blurX) {
  74920. this.removePostProcess(this._blurX);
  74921. this._blurX.dispose();
  74922. this._blurX = null;
  74923. }
  74924. }
  74925. };
  74926. /**
  74927. * Clone the mirror texture.
  74928. * @returns the cloned texture
  74929. */
  74930. MirrorTexture.prototype.clone = function () {
  74931. var scene = this.getScene();
  74932. if (!scene) {
  74933. return this;
  74934. }
  74935. var textureSize = this.getSize();
  74936. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74937. // Base texture
  74938. newTexture.hasAlpha = this.hasAlpha;
  74939. newTexture.level = this.level;
  74940. // Mirror Texture
  74941. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74942. if (this.renderList) {
  74943. newTexture.renderList = this.renderList.slice(0);
  74944. }
  74945. return newTexture;
  74946. };
  74947. /**
  74948. * Serialize the texture to a JSON representation you could use in Parse later on
  74949. * @returns the serialized JSON representation
  74950. */
  74951. MirrorTexture.prototype.serialize = function () {
  74952. if (!this.name) {
  74953. return null;
  74954. }
  74955. var serializationObject = _super.prototype.serialize.call(this);
  74956. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74957. return serializationObject;
  74958. };
  74959. /**
  74960. * Dispose the texture and release its associated resources.
  74961. */
  74962. MirrorTexture.prototype.dispose = function () {
  74963. _super.prototype.dispose.call(this);
  74964. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74965. };
  74966. return MirrorTexture;
  74967. }(BABYLON.RenderTargetTexture));
  74968. BABYLON.MirrorTexture = MirrorTexture;
  74969. })(BABYLON || (BABYLON = {}));
  74970. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74971. var BABYLON;
  74972. (function (BABYLON) {
  74973. /**
  74974. * Creates a refraction texture used by refraction channel of the standard material.
  74975. * It is like a mirror but to see through a material.
  74976. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74977. */
  74978. var RefractionTexture = /** @class */ (function (_super) {
  74979. __extends(RefractionTexture, _super);
  74980. /**
  74981. * Creates a refraction texture used by refraction channel of the standard material.
  74982. * It is like a mirror but to see through a material.
  74983. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74984. * @param name Define the texture name
  74985. * @param size Define the size of the underlying texture
  74986. * @param scene Define the scene the refraction belongs to
  74987. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74988. */
  74989. function RefractionTexture(name, size, scene, generateMipMaps) {
  74990. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74991. /**
  74992. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74993. * 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.
  74994. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74995. */
  74996. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74997. /**
  74998. * Define how deep under the surface we should see.
  74999. */
  75000. _this.depth = 2.0;
  75001. _this.onBeforeRenderObservable.add(function () {
  75002. scene.clipPlane = _this.refractionPlane;
  75003. });
  75004. _this.onAfterRenderObservable.add(function () {
  75005. delete scene.clipPlane;
  75006. });
  75007. return _this;
  75008. }
  75009. /**
  75010. * Clone the refraction texture.
  75011. * @returns the cloned texture
  75012. */
  75013. RefractionTexture.prototype.clone = function () {
  75014. var scene = this.getScene();
  75015. if (!scene) {
  75016. return this;
  75017. }
  75018. var textureSize = this.getSize();
  75019. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75020. // Base texture
  75021. newTexture.hasAlpha = this.hasAlpha;
  75022. newTexture.level = this.level;
  75023. // Refraction Texture
  75024. newTexture.refractionPlane = this.refractionPlane.clone();
  75025. if (this.renderList) {
  75026. newTexture.renderList = this.renderList.slice(0);
  75027. }
  75028. newTexture.depth = this.depth;
  75029. return newTexture;
  75030. };
  75031. /**
  75032. * Serialize the texture to a JSON representation you could use in Parse later on
  75033. * @returns the serialized JSON representation
  75034. */
  75035. RefractionTexture.prototype.serialize = function () {
  75036. if (!this.name) {
  75037. return null;
  75038. }
  75039. var serializationObject = _super.prototype.serialize.call(this);
  75040. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75041. serializationObject.depth = this.depth;
  75042. return serializationObject;
  75043. };
  75044. return RefractionTexture;
  75045. }(BABYLON.RenderTargetTexture));
  75046. BABYLON.RefractionTexture = RefractionTexture;
  75047. })(BABYLON || (BABYLON = {}));
  75048. //# sourceMappingURL=babylon.refractionTexture.js.map
  75049. var BABYLON;
  75050. (function (BABYLON) {
  75051. /**
  75052. * A class extending Texture allowing drawing on a texture
  75053. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75054. */
  75055. var DynamicTexture = /** @class */ (function (_super) {
  75056. __extends(DynamicTexture, _super);
  75057. /**
  75058. * Creates a DynamicTexture
  75059. * @param name defines the name of the texture
  75060. * @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
  75061. * @param scene defines the scene where you want the texture
  75062. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75063. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75064. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75065. */
  75066. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75067. if (scene === void 0) { scene = null; }
  75068. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75069. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75070. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75071. _this.name = name;
  75072. _this._engine = _this.getScene().getEngine();
  75073. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75074. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75075. _this._generateMipMaps = generateMipMaps;
  75076. if (options.getContext) {
  75077. _this._canvas = options;
  75078. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75079. }
  75080. else {
  75081. _this._canvas = document.createElement("canvas");
  75082. if (options.width || options.width === 0) {
  75083. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75084. }
  75085. else {
  75086. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75087. }
  75088. }
  75089. var textureSize = _this.getSize();
  75090. _this._canvas.width = textureSize.width;
  75091. _this._canvas.height = textureSize.height;
  75092. _this._context = _this._canvas.getContext("2d");
  75093. return _this;
  75094. }
  75095. /**
  75096. * Get the current class name of the texture useful for serialization or dynamic coding.
  75097. * @returns "DynamicTexture"
  75098. */
  75099. DynamicTexture.prototype.getClassName = function () {
  75100. return "DynamicTexture";
  75101. };
  75102. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75103. /**
  75104. * Gets the current state of canRescale
  75105. */
  75106. get: function () {
  75107. return true;
  75108. },
  75109. enumerable: true,
  75110. configurable: true
  75111. });
  75112. DynamicTexture.prototype._recreate = function (textureSize) {
  75113. this._canvas.width = textureSize.width;
  75114. this._canvas.height = textureSize.height;
  75115. this.releaseInternalTexture();
  75116. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75117. };
  75118. /**
  75119. * Scales the texture
  75120. * @param ratio the scale factor to apply to both width and height
  75121. */
  75122. DynamicTexture.prototype.scale = function (ratio) {
  75123. var textureSize = this.getSize();
  75124. textureSize.width *= ratio;
  75125. textureSize.height *= ratio;
  75126. this._recreate(textureSize);
  75127. };
  75128. /**
  75129. * Resizes the texture
  75130. * @param width the new width
  75131. * @param height the new height
  75132. */
  75133. DynamicTexture.prototype.scaleTo = function (width, height) {
  75134. var textureSize = this.getSize();
  75135. textureSize.width = width;
  75136. textureSize.height = height;
  75137. this._recreate(textureSize);
  75138. };
  75139. /**
  75140. * Gets the context of the canvas used by the texture
  75141. * @returns the canvas context of the dynamic texture
  75142. */
  75143. DynamicTexture.prototype.getContext = function () {
  75144. return this._context;
  75145. };
  75146. /**
  75147. * Clears the texture
  75148. */
  75149. DynamicTexture.prototype.clear = function () {
  75150. var size = this.getSize();
  75151. this._context.fillRect(0, 0, size.width, size.height);
  75152. };
  75153. /**
  75154. * Updates the texture
  75155. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75156. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75157. */
  75158. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75159. if (premulAlpha === void 0) { premulAlpha = false; }
  75160. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75161. };
  75162. /**
  75163. * Draws text onto the texture
  75164. * @param text defines the text to be drawn
  75165. * @param x defines the placement of the text from the left
  75166. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75167. * @param font defines the font to be used with font-style, font-size, font-name
  75168. * @param color defines the color used for the text
  75169. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75170. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75171. * @param update defines whether texture is immediately update (default is true)
  75172. */
  75173. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75174. if (update === void 0) { update = true; }
  75175. var size = this.getSize();
  75176. if (clearColor) {
  75177. this._context.fillStyle = clearColor;
  75178. this._context.fillRect(0, 0, size.width, size.height);
  75179. }
  75180. this._context.font = font;
  75181. if (x === null || x === undefined) {
  75182. var textSize = this._context.measureText(text);
  75183. x = (size.width - textSize.width) / 2;
  75184. }
  75185. if (y === null || y === undefined) {
  75186. var fontSize = parseInt((font.replace(/\D/g, '')));
  75187. y = (size.height / 2) + (fontSize / 3.65);
  75188. }
  75189. this._context.fillStyle = color;
  75190. this._context.fillText(text, x, y);
  75191. if (update) {
  75192. this.update(invertY);
  75193. }
  75194. };
  75195. /**
  75196. * Clones the texture
  75197. * @returns the clone of the texture.
  75198. */
  75199. DynamicTexture.prototype.clone = function () {
  75200. var scene = this.getScene();
  75201. if (!scene) {
  75202. return this;
  75203. }
  75204. var textureSize = this.getSize();
  75205. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75206. // Base texture
  75207. newTexture.hasAlpha = this.hasAlpha;
  75208. newTexture.level = this.level;
  75209. // Dynamic Texture
  75210. newTexture.wrapU = this.wrapU;
  75211. newTexture.wrapV = this.wrapV;
  75212. return newTexture;
  75213. };
  75214. /**
  75215. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75216. * @returns a serialized dynamic texture object
  75217. */
  75218. DynamicTexture.prototype.serialize = function () {
  75219. var scene = this.getScene();
  75220. if (scene && !scene.isReady()) {
  75221. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75222. }
  75223. var serializationObject = _super.prototype.serialize.call(this);
  75224. serializationObject.base64String = this._canvas.toDataURL();
  75225. serializationObject.invertY = this._invertY;
  75226. serializationObject.samplingMode = this.samplingMode;
  75227. return serializationObject;
  75228. };
  75229. /** @hidden */
  75230. DynamicTexture.prototype._rebuild = function () {
  75231. this.update();
  75232. };
  75233. return DynamicTexture;
  75234. }(BABYLON.Texture));
  75235. BABYLON.DynamicTexture = DynamicTexture;
  75236. })(BABYLON || (BABYLON = {}));
  75237. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75238. var BABYLON;
  75239. (function (BABYLON) {
  75240. /**
  75241. * If you want to display a video in your scene, this is the special texture for that.
  75242. * This special texture works similar to other textures, with the exception of a few parameters.
  75243. * @see https://doc.babylonjs.com/how_to/video_texture
  75244. */
  75245. var VideoTexture = /** @class */ (function (_super) {
  75246. __extends(VideoTexture, _super);
  75247. /**
  75248. * Creates a video texture.
  75249. * If you want to display a video in your scene, this is the special texture for that.
  75250. * This special texture works similar to other textures, with the exception of a few parameters.
  75251. * @see https://doc.babylonjs.com/how_to/video_texture
  75252. * @param name optional name, will detect from video source, if not defined
  75253. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75254. * @param scene is obviously the current scene.
  75255. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75256. * @param invertY is false by default but can be used to invert video on Y axis
  75257. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75258. * @param settings allows finer control over video usage
  75259. */
  75260. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75261. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75262. if (invertY === void 0) { invertY = false; }
  75263. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75264. if (settings === void 0) { settings = {
  75265. autoPlay: true,
  75266. loop: true,
  75267. autoUpdateTexture: true,
  75268. }; }
  75269. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75270. _this._onUserActionRequestedObservable = null;
  75271. _this._stillImageCaptured = false;
  75272. _this._displayingPosterTexture = false;
  75273. _this._createInternalTexture = function () {
  75274. if (_this._texture != null) {
  75275. if (_this._displayingPosterTexture) {
  75276. _this._texture.dispose();
  75277. _this._displayingPosterTexture = false;
  75278. }
  75279. else {
  75280. return;
  75281. }
  75282. }
  75283. if (!_this._engine.needPOTTextures ||
  75284. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75285. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75286. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75287. }
  75288. else {
  75289. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75290. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75291. _this._generateMipMaps = false;
  75292. }
  75293. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75294. if (!_this.video.autoplay && !_this._settings.poster) {
  75295. var oldHandler_1 = _this.video.onplaying;
  75296. var error_1 = false;
  75297. _this.video.onplaying = function () {
  75298. _this.video.onplaying = oldHandler_1;
  75299. _this._texture.isReady = true;
  75300. _this._updateInternalTexture();
  75301. if (!error_1) {
  75302. _this.video.pause();
  75303. }
  75304. if (_this.onLoadObservable.hasObservers()) {
  75305. _this.onLoadObservable.notifyObservers(_this);
  75306. }
  75307. };
  75308. var playing = _this.video.play();
  75309. if (playing) {
  75310. playing.then(function () {
  75311. // Everything is good.
  75312. })
  75313. .catch(function () {
  75314. error_1 = true;
  75315. // On Chrome for instance, new policies might prevent playing without user interaction.
  75316. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75317. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75318. }
  75319. });
  75320. }
  75321. else {
  75322. _this.video.onplaying = oldHandler_1;
  75323. _this._texture.isReady = true;
  75324. _this._updateInternalTexture();
  75325. if (_this.onLoadObservable.hasObservers()) {
  75326. _this.onLoadObservable.notifyObservers(_this);
  75327. }
  75328. }
  75329. }
  75330. else {
  75331. _this._texture.isReady = true;
  75332. _this._updateInternalTexture();
  75333. if (_this.onLoadObservable.hasObservers()) {
  75334. _this.onLoadObservable.notifyObservers(_this);
  75335. }
  75336. }
  75337. };
  75338. _this.reset = function () {
  75339. if (_this._texture == null) {
  75340. return;
  75341. }
  75342. if (!_this._displayingPosterTexture) {
  75343. _this._texture.dispose();
  75344. _this._texture = null;
  75345. }
  75346. };
  75347. _this._updateInternalTexture = function (e) {
  75348. if (_this._texture == null || !_this._texture.isReady) {
  75349. return;
  75350. }
  75351. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75352. return;
  75353. }
  75354. if (_this._displayingPosterTexture) {
  75355. return;
  75356. }
  75357. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75358. };
  75359. _this._engine = _this.getScene().getEngine();
  75360. _this._generateMipMaps = generateMipMaps;
  75361. _this._samplingMode = samplingMode;
  75362. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75363. _this.name = name || _this._getName(src);
  75364. _this.video = _this._getVideo(src);
  75365. _this._settings = settings;
  75366. if (settings.poster) {
  75367. _this.video.poster = settings.poster;
  75368. }
  75369. if (settings.autoPlay !== undefined) {
  75370. _this.video.autoplay = settings.autoPlay;
  75371. }
  75372. if (settings.loop !== undefined) {
  75373. _this.video.loop = settings.loop;
  75374. }
  75375. _this.video.setAttribute("playsinline", "");
  75376. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75377. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75378. _this.video.addEventListener("emptied", _this.reset);
  75379. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75380. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75381. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75382. if (settings.poster &&
  75383. (!settings.autoPlay || !videoHasEnoughData)) {
  75384. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75385. _this._displayingPosterTexture = true;
  75386. }
  75387. else if (videoHasEnoughData) {
  75388. _this._createInternalTexture();
  75389. }
  75390. return _this;
  75391. }
  75392. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75393. /**
  75394. * Event triggerd when a dom action is required by the user to play the video.
  75395. * This happens due to recent changes in browser policies preventing video to auto start.
  75396. */
  75397. get: function () {
  75398. if (!this._onUserActionRequestedObservable) {
  75399. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75400. }
  75401. return this._onUserActionRequestedObservable;
  75402. },
  75403. enumerable: true,
  75404. configurable: true
  75405. });
  75406. VideoTexture.prototype._getName = function (src) {
  75407. if (src instanceof HTMLVideoElement) {
  75408. return src.currentSrc;
  75409. }
  75410. if (typeof src === "object") {
  75411. return src.toString();
  75412. }
  75413. return src;
  75414. };
  75415. VideoTexture.prototype._getVideo = function (src) {
  75416. if (src instanceof HTMLVideoElement) {
  75417. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75418. return src;
  75419. }
  75420. var video = document.createElement("video");
  75421. if (typeof src === "string") {
  75422. BABYLON.Tools.SetCorsBehavior(src, video);
  75423. video.src = src;
  75424. }
  75425. else {
  75426. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75427. src.forEach(function (url) {
  75428. var source = document.createElement("source");
  75429. source.src = url;
  75430. video.appendChild(source);
  75431. });
  75432. }
  75433. return video;
  75434. };
  75435. /**
  75436. * @hidden Internal method to initiate `update`.
  75437. */
  75438. VideoTexture.prototype._rebuild = function () {
  75439. this.update();
  75440. };
  75441. /**
  75442. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75443. */
  75444. VideoTexture.prototype.update = function () {
  75445. if (!this.autoUpdateTexture) {
  75446. // Expecting user to call `updateTexture` manually
  75447. return;
  75448. }
  75449. this.updateTexture(true);
  75450. };
  75451. /**
  75452. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75453. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75454. */
  75455. VideoTexture.prototype.updateTexture = function (isVisible) {
  75456. if (!isVisible) {
  75457. return;
  75458. }
  75459. if (this.video.paused && this._stillImageCaptured) {
  75460. return;
  75461. }
  75462. this._stillImageCaptured = true;
  75463. this._updateInternalTexture();
  75464. };
  75465. /**
  75466. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75467. * @param url New url.
  75468. */
  75469. VideoTexture.prototype.updateURL = function (url) {
  75470. this.video.src = url;
  75471. };
  75472. /**
  75473. * Dispose the texture and release its associated resources.
  75474. */
  75475. VideoTexture.prototype.dispose = function () {
  75476. _super.prototype.dispose.call(this);
  75477. if (this._onUserActionRequestedObservable) {
  75478. this._onUserActionRequestedObservable.clear();
  75479. this._onUserActionRequestedObservable = null;
  75480. }
  75481. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75482. this.video.removeEventListener("paused", this._updateInternalTexture);
  75483. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75484. this.video.removeEventListener("emptied", this.reset);
  75485. this.video.pause();
  75486. };
  75487. /**
  75488. * Creates a video texture straight from your WebCam video feed.
  75489. * @param scene Define the scene the texture should be created in
  75490. * @param onReady Define a callback to triggered once the texture will be ready
  75491. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75492. */
  75493. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75494. var video = document.createElement("video");
  75495. video.setAttribute('autoplay', '');
  75496. video.setAttribute('muted', '');
  75497. video.setAttribute('playsinline', '');
  75498. var constraintsDeviceId;
  75499. if (constraints && constraints.deviceId) {
  75500. constraintsDeviceId = {
  75501. exact: constraints.deviceId,
  75502. };
  75503. }
  75504. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75505. if (navigator.mediaDevices) {
  75506. navigator.mediaDevices.getUserMedia({ video: constraints })
  75507. .then(function (stream) {
  75508. if (video.mozSrcObject !== undefined) {
  75509. // hack for Firefox < 19
  75510. video.mozSrcObject = stream;
  75511. }
  75512. else {
  75513. video.srcObject = stream;
  75514. }
  75515. var onPlaying = function () {
  75516. if (onReady) {
  75517. onReady(new VideoTexture("video", video, scene, true, true));
  75518. }
  75519. video.removeEventListener("playing", onPlaying);
  75520. };
  75521. video.addEventListener("playing", onPlaying);
  75522. video.play();
  75523. })
  75524. .catch(function (err) {
  75525. BABYLON.Tools.Error(err.name);
  75526. });
  75527. }
  75528. else {
  75529. navigator.getUserMedia =
  75530. navigator.getUserMedia ||
  75531. navigator.webkitGetUserMedia ||
  75532. navigator.mozGetUserMedia ||
  75533. navigator.msGetUserMedia;
  75534. if (navigator.getUserMedia) {
  75535. navigator.getUserMedia({
  75536. video: {
  75537. deviceId: constraintsDeviceId,
  75538. width: {
  75539. min: (constraints && constraints.minWidth) || 256,
  75540. max: (constraints && constraints.maxWidth) || 640,
  75541. },
  75542. height: {
  75543. min: (constraints && constraints.minHeight) || 256,
  75544. max: (constraints && constraints.maxHeight) || 480,
  75545. },
  75546. },
  75547. }, function (stream) {
  75548. if (video.mozSrcObject !== undefined) {
  75549. // hack for Firefox < 19
  75550. video.mozSrcObject = stream;
  75551. }
  75552. else {
  75553. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75554. }
  75555. video.play();
  75556. if (onReady) {
  75557. onReady(new VideoTexture("video", video, scene, true, true));
  75558. }
  75559. }, function (e) {
  75560. BABYLON.Tools.Error(e.name);
  75561. });
  75562. }
  75563. }
  75564. };
  75565. return VideoTexture;
  75566. }(BABYLON.Texture));
  75567. BABYLON.VideoTexture = VideoTexture;
  75568. })(BABYLON || (BABYLON = {}));
  75569. //# sourceMappingURL=babylon.videoTexture.js.map
  75570. var BABYLON;
  75571. (function (BABYLON) {
  75572. /**
  75573. * Raw texture can help creating a texture directly from an array of data.
  75574. * This can be super useful if you either get the data from an uncompressed source or
  75575. * if you wish to create your texture pixel by pixel.
  75576. */
  75577. var RawTexture = /** @class */ (function (_super) {
  75578. __extends(RawTexture, _super);
  75579. /**
  75580. * Instantiates a new RawTexture.
  75581. * Raw texture can help creating a texture directly from an array of data.
  75582. * This can be super useful if you either get the data from an uncompressed source or
  75583. * if you wish to create your texture pixel by pixel.
  75584. * @param data define the array of data to use to create the texture
  75585. * @param width define the width of the texture
  75586. * @param height define the height of the texture
  75587. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75588. * @param scene define the scene the texture belongs to
  75589. * @param generateMipMaps define whether mip maps should be generated or not
  75590. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75591. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75592. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75593. */
  75594. function RawTexture(data, width, height,
  75595. /**
  75596. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75597. */
  75598. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75599. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75600. if (invertY === void 0) { invertY = false; }
  75601. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75602. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75603. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75604. _this.format = format;
  75605. _this._engine = scene.getEngine();
  75606. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75607. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75608. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75609. return _this;
  75610. }
  75611. /**
  75612. * Updates the texture underlying data.
  75613. * @param data Define the new data of the texture
  75614. */
  75615. RawTexture.prototype.update = function (data) {
  75616. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75617. };
  75618. /**
  75619. * Creates a luminance texture from some data.
  75620. * @param data Define the texture data
  75621. * @param width Define the width of the texture
  75622. * @param height Define the height of the texture
  75623. * @param scene Define the scene the texture belongs to
  75624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75627. * @returns the luminance texture
  75628. */
  75629. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75630. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75631. if (invertY === void 0) { invertY = false; }
  75632. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75633. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75634. };
  75635. /**
  75636. * Creates a luminance alpha texture from some data.
  75637. * @param data Define the texture data
  75638. * @param width Define the width of the texture
  75639. * @param height Define the height of the texture
  75640. * @param scene Define the scene the texture belongs to
  75641. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75642. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75643. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75644. * @returns the luminance alpha texture
  75645. */
  75646. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75647. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75648. if (invertY === void 0) { invertY = false; }
  75649. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75650. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75651. };
  75652. /**
  75653. * Creates an alpha texture from some data.
  75654. * @param data Define the texture data
  75655. * @param width Define the width of the texture
  75656. * @param height Define the height of the texture
  75657. * @param scene Define the scene the texture belongs to
  75658. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75659. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75660. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75661. * @returns the alpha texture
  75662. */
  75663. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75664. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75665. if (invertY === void 0) { invertY = false; }
  75666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75667. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75668. };
  75669. /**
  75670. * Creates a RGB texture from some data.
  75671. * @param data Define the texture data
  75672. * @param width Define the width of the texture
  75673. * @param height Define the height of the texture
  75674. * @param scene Define the scene the texture belongs to
  75675. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75676. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75677. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75678. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75679. * @returns the RGB alpha texture
  75680. */
  75681. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75682. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75683. if (invertY === void 0) { invertY = false; }
  75684. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75685. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75686. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75687. };
  75688. /**
  75689. * Creates a RGBA texture from some data.
  75690. * @param data Define the texture data
  75691. * @param width Define the width of the texture
  75692. * @param height Define the height of the texture
  75693. * @param scene Define the scene the texture belongs to
  75694. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75695. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75696. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75697. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75698. * @returns the RGBA texture
  75699. */
  75700. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75701. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75702. if (invertY === void 0) { invertY = false; }
  75703. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75704. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75705. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75706. };
  75707. /**
  75708. * Creates a R texture from some data.
  75709. * @param data Define the texture data
  75710. * @param width Define the width of the texture
  75711. * @param height Define the height of the texture
  75712. * @param scene Define the scene the texture belongs to
  75713. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75714. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75715. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75716. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75717. * @returns the R texture
  75718. */
  75719. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75720. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75721. if (invertY === void 0) { invertY = false; }
  75722. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75723. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75724. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75725. };
  75726. return RawTexture;
  75727. }(BABYLON.Texture));
  75728. BABYLON.RawTexture = RawTexture;
  75729. })(BABYLON || (BABYLON = {}));
  75730. //# sourceMappingURL=babylon.rawTexture.js.map
  75731. var BABYLON;
  75732. (function (BABYLON) {
  75733. /**
  75734. * Class used to store 3D textures containing user data
  75735. */
  75736. var RawTexture3D = /** @class */ (function (_super) {
  75737. __extends(RawTexture3D, _super);
  75738. /**
  75739. * Create a new RawTexture3D
  75740. * @param data defines the data of the texture
  75741. * @param width defines the width of the texture
  75742. * @param height defines the height of the texture
  75743. * @param depth defines the depth of the texture
  75744. * @param format defines the texture format to use
  75745. * @param scene defines the hosting scene
  75746. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75747. * @param invertY defines if texture must be stored with Y axis inverted
  75748. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75749. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75750. */
  75751. function RawTexture3D(data, width, height, depth,
  75752. /** Gets or sets the texture format to use */
  75753. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75754. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75755. if (invertY === void 0) { invertY = false; }
  75756. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75757. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75758. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75759. _this.format = format;
  75760. _this._engine = scene.getEngine();
  75761. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75762. _this.is3D = true;
  75763. return _this;
  75764. }
  75765. /**
  75766. * Update the texture with new data
  75767. * @param data defines the data to store in the texture
  75768. */
  75769. RawTexture3D.prototype.update = function (data) {
  75770. if (!this._texture) {
  75771. return;
  75772. }
  75773. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75774. };
  75775. return RawTexture3D;
  75776. }(BABYLON.Texture));
  75777. BABYLON.RawTexture3D = RawTexture3D;
  75778. })(BABYLON || (BABYLON = {}));
  75779. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75780. var BABYLON;
  75781. (function (BABYLON) {
  75782. /**
  75783. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75784. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75785. */
  75786. var PostProcessManager = /** @class */ (function () {
  75787. /**
  75788. * Creates a new instance PostProcess
  75789. * @param scene The scene that the post process is associated with.
  75790. */
  75791. function PostProcessManager(scene) {
  75792. this._vertexBuffers = {};
  75793. this._scene = scene;
  75794. }
  75795. PostProcessManager.prototype._prepareBuffers = function () {
  75796. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75797. return;
  75798. }
  75799. // VBO
  75800. var vertices = [];
  75801. vertices.push(1, 1);
  75802. vertices.push(-1, 1);
  75803. vertices.push(-1, -1);
  75804. vertices.push(1, -1);
  75805. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75806. this._buildIndexBuffer();
  75807. };
  75808. PostProcessManager.prototype._buildIndexBuffer = function () {
  75809. // Indices
  75810. var indices = [];
  75811. indices.push(0);
  75812. indices.push(1);
  75813. indices.push(2);
  75814. indices.push(0);
  75815. indices.push(2);
  75816. indices.push(3);
  75817. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75818. };
  75819. /**
  75820. * Rebuilds the vertex buffers of the manager.
  75821. * @hidden
  75822. */
  75823. PostProcessManager.prototype._rebuild = function () {
  75824. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75825. if (!vb) {
  75826. return;
  75827. }
  75828. vb._rebuild();
  75829. this._buildIndexBuffer();
  75830. };
  75831. // Methods
  75832. /**
  75833. * Prepares a frame to be run through a post process.
  75834. * @param sourceTexture The input texture to the post procesess. (default: null)
  75835. * @param postProcesses An array of post processes to be run. (default: null)
  75836. * @returns True if the post processes were able to be run.
  75837. * @hidden
  75838. */
  75839. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75840. if (sourceTexture === void 0) { sourceTexture = null; }
  75841. if (postProcesses === void 0) { postProcesses = null; }
  75842. var camera = this._scene.activeCamera;
  75843. if (!camera) {
  75844. return false;
  75845. }
  75846. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75847. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75848. return false;
  75849. }
  75850. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75851. return true;
  75852. };
  75853. /**
  75854. * Manually render a set of post processes to a texture.
  75855. * @param postProcesses An array of post processes to be run.
  75856. * @param targetTexture The target texture to render to.
  75857. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75858. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75859. * @param lodLevel defines which lod of the texture to render to
  75860. */
  75861. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75862. if (targetTexture === void 0) { targetTexture = null; }
  75863. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75864. if (faceIndex === void 0) { faceIndex = 0; }
  75865. if (lodLevel === void 0) { lodLevel = 0; }
  75866. var engine = this._scene.getEngine();
  75867. for (var index = 0; index < postProcesses.length; index++) {
  75868. if (index < postProcesses.length - 1) {
  75869. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75870. }
  75871. else {
  75872. if (targetTexture) {
  75873. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75874. }
  75875. else {
  75876. engine.restoreDefaultFramebuffer();
  75877. }
  75878. }
  75879. var pp = postProcesses[index];
  75880. var effect = pp.apply();
  75881. if (effect) {
  75882. pp.onBeforeRenderObservable.notifyObservers(effect);
  75883. // VBOs
  75884. this._prepareBuffers();
  75885. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75886. // Draw order
  75887. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75888. pp.onAfterRenderObservable.notifyObservers(effect);
  75889. }
  75890. }
  75891. // Restore depth buffer
  75892. engine.setDepthBuffer(true);
  75893. engine.setDepthWrite(true);
  75894. };
  75895. /**
  75896. * Finalize the result of the output of the postprocesses.
  75897. * @param doNotPresent If true the result will not be displayed to the screen.
  75898. * @param targetTexture The target texture to render to.
  75899. * @param faceIndex The index of the face to bind the target texture to.
  75900. * @param postProcesses The array of post processes to render.
  75901. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75902. * @hidden
  75903. */
  75904. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75905. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75906. var camera = this._scene.activeCamera;
  75907. if (!camera) {
  75908. return;
  75909. }
  75910. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75911. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75912. return;
  75913. }
  75914. var engine = this._scene.getEngine();
  75915. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75916. var pp = postProcesses[index];
  75917. if (index < len - 1) {
  75918. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75919. }
  75920. else {
  75921. if (targetTexture) {
  75922. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75923. pp._outputTexture = targetTexture;
  75924. }
  75925. else {
  75926. engine.restoreDefaultFramebuffer();
  75927. pp._outputTexture = null;
  75928. }
  75929. }
  75930. if (doNotPresent) {
  75931. break;
  75932. }
  75933. var effect = pp.apply();
  75934. if (effect) {
  75935. pp.onBeforeRenderObservable.notifyObservers(effect);
  75936. // VBOs
  75937. this._prepareBuffers();
  75938. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75939. // Draw order
  75940. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75941. pp.onAfterRenderObservable.notifyObservers(effect);
  75942. }
  75943. }
  75944. // Restore states
  75945. engine.setDepthBuffer(true);
  75946. engine.setDepthWrite(true);
  75947. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75948. };
  75949. /**
  75950. * Disposes of the post process manager.
  75951. */
  75952. PostProcessManager.prototype.dispose = function () {
  75953. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75954. if (buffer) {
  75955. buffer.dispose();
  75956. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75957. }
  75958. if (this._indexBuffer) {
  75959. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75960. this._indexBuffer = null;
  75961. }
  75962. };
  75963. return PostProcessManager;
  75964. }());
  75965. BABYLON.PostProcessManager = PostProcessManager;
  75966. })(BABYLON || (BABYLON = {}));
  75967. //# sourceMappingURL=babylon.postProcessManager.js.map
  75968. var BABYLON;
  75969. (function (BABYLON) {
  75970. /**
  75971. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75972. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75973. */
  75974. var PostProcess = /** @class */ (function () {
  75975. /**
  75976. * Creates a new instance PostProcess
  75977. * @param name The name of the PostProcess.
  75978. * @param fragmentUrl The url of the fragment shader to be used.
  75979. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75980. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75981. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75982. * @param camera The camera to apply the render pass to.
  75983. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75984. * @param engine The engine which the post process will be applied. (default: current engine)
  75985. * @param reusable If the post process can be reused on the same frame. (default: false)
  75986. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75987. * @param textureType Type of textures used when performing the post process. (default: 0)
  75988. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75989. * @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
  75990. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75991. */
  75992. function PostProcess(
  75993. /** Name of the PostProcess. */
  75994. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75995. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75996. if (defines === void 0) { defines = null; }
  75997. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75998. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75999. if (blockCompilation === void 0) { blockCompilation = false; }
  76000. this.name = name;
  76001. /**
  76002. * Width of the texture to apply the post process on
  76003. */
  76004. this.width = -1;
  76005. /**
  76006. * Height of the texture to apply the post process on
  76007. */
  76008. this.height = -1;
  76009. /**
  76010. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76011. * @hidden
  76012. */
  76013. this._outputTexture = null;
  76014. /**
  76015. * If the buffer needs to be cleared before applying the post process. (default: true)
  76016. * Should be set to false if shader will overwrite all previous pixels.
  76017. */
  76018. this.autoClear = true;
  76019. /**
  76020. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76021. */
  76022. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76023. /**
  76024. * Animations to be used for the post processing
  76025. */
  76026. this.animations = new Array();
  76027. /**
  76028. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76029. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76030. */
  76031. this.enablePixelPerfectMode = false;
  76032. /**
  76033. * Force the postprocess to be applied without taking in account viewport
  76034. */
  76035. this.forceFullscreenViewport = true;
  76036. /**
  76037. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76038. *
  76039. * | Value | Type | Description |
  76040. * | ----- | ----------------------------------- | ----------- |
  76041. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76042. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76043. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76044. *
  76045. */
  76046. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76047. /**
  76048. * Force textures to be a power of two (default: false)
  76049. */
  76050. this.alwaysForcePOT = false;
  76051. this._samples = 1;
  76052. /**
  76053. * Modify the scale of the post process to be the same as the viewport (default: false)
  76054. */
  76055. this.adaptScaleToCurrentViewport = false;
  76056. this._reusable = false;
  76057. /**
  76058. * Smart array of input and output textures for the post process.
  76059. * @hidden
  76060. */
  76061. this._textures = new BABYLON.SmartArray(2);
  76062. /**
  76063. * The index in _textures that corresponds to the output texture.
  76064. * @hidden
  76065. */
  76066. this._currentRenderTextureInd = 0;
  76067. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76068. this._texelSize = BABYLON.Vector2.Zero();
  76069. // Events
  76070. /**
  76071. * An event triggered when the postprocess is activated.
  76072. */
  76073. this.onActivateObservable = new BABYLON.Observable();
  76074. /**
  76075. * An event triggered when the postprocess changes its size.
  76076. */
  76077. this.onSizeChangedObservable = new BABYLON.Observable();
  76078. /**
  76079. * An event triggered when the postprocess applies its effect.
  76080. */
  76081. this.onApplyObservable = new BABYLON.Observable();
  76082. /**
  76083. * An event triggered before rendering the postprocess
  76084. */
  76085. this.onBeforeRenderObservable = new BABYLON.Observable();
  76086. /**
  76087. * An event triggered after rendering the postprocess
  76088. */
  76089. this.onAfterRenderObservable = new BABYLON.Observable();
  76090. if (camera != null) {
  76091. this._camera = camera;
  76092. this._scene = camera.getScene();
  76093. camera.attachPostProcess(this);
  76094. this._engine = this._scene.getEngine();
  76095. this._scene.postProcesses.push(this);
  76096. }
  76097. else if (engine) {
  76098. this._engine = engine;
  76099. this._engine.postProcesses.push(this);
  76100. }
  76101. this._options = options;
  76102. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76103. this._reusable = reusable || false;
  76104. this._textureType = textureType;
  76105. this._samplers = samplers || [];
  76106. this._samplers.push("textureSampler");
  76107. this._fragmentUrl = fragmentUrl;
  76108. this._vertexUrl = vertexUrl;
  76109. this._parameters = parameters || [];
  76110. this._parameters.push("scale");
  76111. this._indexParameters = indexParameters;
  76112. if (!blockCompilation) {
  76113. this.updateEffect(defines);
  76114. }
  76115. }
  76116. Object.defineProperty(PostProcess.prototype, "samples", {
  76117. /**
  76118. * Number of sample textures (default: 1)
  76119. */
  76120. get: function () {
  76121. return this._samples;
  76122. },
  76123. set: function (n) {
  76124. var _this = this;
  76125. this._samples = n;
  76126. this._textures.forEach(function (texture) {
  76127. if (texture.samples !== _this._samples) {
  76128. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76129. }
  76130. });
  76131. },
  76132. enumerable: true,
  76133. configurable: true
  76134. });
  76135. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76136. /**
  76137. * A function that is added to the onActivateObservable
  76138. */
  76139. set: function (callback) {
  76140. if (this._onActivateObserver) {
  76141. this.onActivateObservable.remove(this._onActivateObserver);
  76142. }
  76143. if (callback) {
  76144. this._onActivateObserver = this.onActivateObservable.add(callback);
  76145. }
  76146. },
  76147. enumerable: true,
  76148. configurable: true
  76149. });
  76150. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76151. /**
  76152. * A function that is added to the onSizeChangedObservable
  76153. */
  76154. set: function (callback) {
  76155. if (this._onSizeChangedObserver) {
  76156. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76157. }
  76158. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76159. },
  76160. enumerable: true,
  76161. configurable: true
  76162. });
  76163. Object.defineProperty(PostProcess.prototype, "onApply", {
  76164. /**
  76165. * A function that is added to the onApplyObservable
  76166. */
  76167. set: function (callback) {
  76168. if (this._onApplyObserver) {
  76169. this.onApplyObservable.remove(this._onApplyObserver);
  76170. }
  76171. this._onApplyObserver = this.onApplyObservable.add(callback);
  76172. },
  76173. enumerable: true,
  76174. configurable: true
  76175. });
  76176. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76177. /**
  76178. * A function that is added to the onBeforeRenderObservable
  76179. */
  76180. set: function (callback) {
  76181. if (this._onBeforeRenderObserver) {
  76182. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76183. }
  76184. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76185. },
  76186. enumerable: true,
  76187. configurable: true
  76188. });
  76189. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76190. /**
  76191. * A function that is added to the onAfterRenderObservable
  76192. */
  76193. set: function (callback) {
  76194. if (this._onAfterRenderObserver) {
  76195. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76196. }
  76197. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76198. },
  76199. enumerable: true,
  76200. configurable: true
  76201. });
  76202. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76203. /**
  76204. * 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
  76205. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76206. */
  76207. get: function () {
  76208. return this._textures.data[this._currentRenderTextureInd];
  76209. },
  76210. set: function (value) {
  76211. this._forcedOutputTexture = value;
  76212. },
  76213. enumerable: true,
  76214. configurable: true
  76215. });
  76216. /**
  76217. * Gets the camera which post process is applied to.
  76218. * @returns The camera the post process is applied to.
  76219. */
  76220. PostProcess.prototype.getCamera = function () {
  76221. return this._camera;
  76222. };
  76223. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76224. /**
  76225. * Gets the texel size of the postprocess.
  76226. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76227. */
  76228. get: function () {
  76229. if (this._shareOutputWithPostProcess) {
  76230. return this._shareOutputWithPostProcess.texelSize;
  76231. }
  76232. if (this._forcedOutputTexture) {
  76233. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76234. }
  76235. return this._texelSize;
  76236. },
  76237. enumerable: true,
  76238. configurable: true
  76239. });
  76240. /**
  76241. * Gets the engine which this post process belongs to.
  76242. * @returns The engine the post process was enabled with.
  76243. */
  76244. PostProcess.prototype.getEngine = function () {
  76245. return this._engine;
  76246. };
  76247. /**
  76248. * The effect that is created when initializing the post process.
  76249. * @returns The created effect corrisponding the the postprocess.
  76250. */
  76251. PostProcess.prototype.getEffect = function () {
  76252. return this._effect;
  76253. };
  76254. /**
  76255. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76256. * @param postProcess The post process to share the output with.
  76257. * @returns This post process.
  76258. */
  76259. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76260. this._disposeTextures();
  76261. this._shareOutputWithPostProcess = postProcess;
  76262. return this;
  76263. };
  76264. /**
  76265. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76266. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76267. */
  76268. PostProcess.prototype.useOwnOutput = function () {
  76269. if (this._textures.length == 0) {
  76270. this._textures = new BABYLON.SmartArray(2);
  76271. }
  76272. this._shareOutputWithPostProcess = null;
  76273. };
  76274. /**
  76275. * Updates the effect with the current post process compile time values and recompiles the shader.
  76276. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76277. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76278. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76279. * @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
  76280. * @param onCompiled Called when the shader has been compiled.
  76281. * @param onError Called if there is an error when compiling a shader.
  76282. */
  76283. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76284. if (defines === void 0) { defines = null; }
  76285. if (uniforms === void 0) { uniforms = null; }
  76286. if (samplers === void 0) { samplers = null; }
  76287. 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);
  76288. };
  76289. /**
  76290. * The post process is reusable if it can be used multiple times within one frame.
  76291. * @returns If the post process is reusable
  76292. */
  76293. PostProcess.prototype.isReusable = function () {
  76294. return this._reusable;
  76295. };
  76296. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76297. PostProcess.prototype.markTextureDirty = function () {
  76298. this.width = -1;
  76299. };
  76300. /**
  76301. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76302. * 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.
  76303. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76304. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76305. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76306. * @returns The target texture that was bound to be written to.
  76307. */
  76308. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76309. var _this = this;
  76310. if (sourceTexture === void 0) { sourceTexture = null; }
  76311. camera = camera || this._camera;
  76312. var scene = camera.getScene();
  76313. var engine = scene.getEngine();
  76314. var maxSize = engine.getCaps().maxTextureSize;
  76315. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76316. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76317. // 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
  76318. var webVRCamera = camera.parent;
  76319. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76320. requiredWidth /= 2;
  76321. }
  76322. var desiredWidth = (this._options.width || requiredWidth);
  76323. var desiredHeight = this._options.height || requiredHeight;
  76324. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76325. if (this.adaptScaleToCurrentViewport) {
  76326. var currentViewport = engine.currentViewport;
  76327. if (currentViewport) {
  76328. desiredWidth *= currentViewport.width;
  76329. desiredHeight *= currentViewport.height;
  76330. }
  76331. }
  76332. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76333. if (!this._options.width) {
  76334. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76335. }
  76336. if (!this._options.height) {
  76337. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76338. }
  76339. }
  76340. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76341. if (this._textures.length > 0) {
  76342. for (var i = 0; i < this._textures.length; i++) {
  76343. this._engine._releaseTexture(this._textures.data[i]);
  76344. }
  76345. this._textures.reset();
  76346. }
  76347. this.width = desiredWidth;
  76348. this.height = desiredHeight;
  76349. var textureSize = { width: this.width, height: this.height };
  76350. var textureOptions = {
  76351. generateMipMaps: false,
  76352. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76353. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76354. samplingMode: this.renderTargetSamplingMode,
  76355. type: this._textureType
  76356. };
  76357. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76358. if (this._reusable) {
  76359. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76360. }
  76361. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76362. this.onSizeChangedObservable.notifyObservers(this);
  76363. }
  76364. this._textures.forEach(function (texture) {
  76365. if (texture.samples !== _this.samples) {
  76366. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76367. }
  76368. });
  76369. }
  76370. var target;
  76371. if (this._shareOutputWithPostProcess) {
  76372. target = this._shareOutputWithPostProcess.inputTexture;
  76373. }
  76374. else if (this._forcedOutputTexture) {
  76375. target = this._forcedOutputTexture;
  76376. this.width = this._forcedOutputTexture.width;
  76377. this.height = this._forcedOutputTexture.height;
  76378. }
  76379. else {
  76380. target = this.inputTexture;
  76381. }
  76382. // Bind the input of this post process to be used as the output of the previous post process.
  76383. if (this.enablePixelPerfectMode) {
  76384. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76385. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76386. }
  76387. else {
  76388. this._scaleRatio.copyFromFloats(1, 1);
  76389. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76390. }
  76391. this.onActivateObservable.notifyObservers(camera);
  76392. // Clear
  76393. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76394. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76395. }
  76396. if (this._reusable) {
  76397. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76398. }
  76399. return target;
  76400. };
  76401. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76402. /**
  76403. * If the post process is supported.
  76404. */
  76405. get: function () {
  76406. return this._effect.isSupported;
  76407. },
  76408. enumerable: true,
  76409. configurable: true
  76410. });
  76411. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76412. /**
  76413. * The aspect ratio of the output texture.
  76414. */
  76415. get: function () {
  76416. if (this._shareOutputWithPostProcess) {
  76417. return this._shareOutputWithPostProcess.aspectRatio;
  76418. }
  76419. if (this._forcedOutputTexture) {
  76420. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76421. }
  76422. return this.width / this.height;
  76423. },
  76424. enumerable: true,
  76425. configurable: true
  76426. });
  76427. /**
  76428. * Get a value indicating if the post-process is ready to be used
  76429. * @returns true if the post-process is ready (shader is compiled)
  76430. */
  76431. PostProcess.prototype.isReady = function () {
  76432. return this._effect && this._effect.isReady();
  76433. };
  76434. /**
  76435. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76436. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76437. */
  76438. PostProcess.prototype.apply = function () {
  76439. // Check
  76440. if (!this._effect || !this._effect.isReady()) {
  76441. return null;
  76442. }
  76443. // States
  76444. this._engine.enableEffect(this._effect);
  76445. this._engine.setState(false);
  76446. this._engine.setDepthBuffer(false);
  76447. this._engine.setDepthWrite(false);
  76448. // Alpha
  76449. this._engine.setAlphaMode(this.alphaMode);
  76450. if (this.alphaConstants) {
  76451. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76452. }
  76453. // Bind the output texture of the preivous post process as the input to this post process.
  76454. var source;
  76455. if (this._shareOutputWithPostProcess) {
  76456. source = this._shareOutputWithPostProcess.inputTexture;
  76457. }
  76458. else if (this._forcedOutputTexture) {
  76459. source = this._forcedOutputTexture;
  76460. }
  76461. else {
  76462. source = this.inputTexture;
  76463. }
  76464. this._effect._bindTexture("textureSampler", source);
  76465. // Parameters
  76466. this._effect.setVector2("scale", this._scaleRatio);
  76467. this.onApplyObservable.notifyObservers(this._effect);
  76468. return this._effect;
  76469. };
  76470. PostProcess.prototype._disposeTextures = function () {
  76471. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76472. return;
  76473. }
  76474. if (this._textures.length > 0) {
  76475. for (var i = 0; i < this._textures.length; i++) {
  76476. this._engine._releaseTexture(this._textures.data[i]);
  76477. }
  76478. }
  76479. this._textures.dispose();
  76480. };
  76481. /**
  76482. * Disposes the post process.
  76483. * @param camera The camera to dispose the post process on.
  76484. */
  76485. PostProcess.prototype.dispose = function (camera) {
  76486. camera = camera || this._camera;
  76487. this._disposeTextures();
  76488. if (this._scene) {
  76489. var index_1 = this._scene.postProcesses.indexOf(this);
  76490. if (index_1 !== -1) {
  76491. this._scene.postProcesses.splice(index_1, 1);
  76492. }
  76493. }
  76494. else {
  76495. var index_2 = this._engine.postProcesses.indexOf(this);
  76496. if (index_2 !== -1) {
  76497. this._engine.postProcesses.splice(index_2, 1);
  76498. }
  76499. }
  76500. if (!camera) {
  76501. return;
  76502. }
  76503. camera.detachPostProcess(this);
  76504. var index = camera._postProcesses.indexOf(this);
  76505. if (index === 0 && camera._postProcesses.length > 0) {
  76506. var firstPostProcess = this._camera._getFirstPostProcess();
  76507. if (firstPostProcess) {
  76508. firstPostProcess.markTextureDirty();
  76509. }
  76510. }
  76511. this.onActivateObservable.clear();
  76512. this.onAfterRenderObservable.clear();
  76513. this.onApplyObservable.clear();
  76514. this.onBeforeRenderObservable.clear();
  76515. this.onSizeChangedObservable.clear();
  76516. };
  76517. return PostProcess;
  76518. }());
  76519. BABYLON.PostProcess = PostProcess;
  76520. })(BABYLON || (BABYLON = {}));
  76521. //# sourceMappingURL=babylon.postProcess.js.map
  76522. var BABYLON;
  76523. (function (BABYLON) {
  76524. /**
  76525. * PassPostProcess which produces an output the same as it's input
  76526. */
  76527. var PassPostProcess = /** @class */ (function (_super) {
  76528. __extends(PassPostProcess, _super);
  76529. /**
  76530. * Creates the PassPostProcess
  76531. * @param name The name of the effect.
  76532. * @param options The required width/height ratio to downsize to before computing the render pass.
  76533. * @param camera The camera to apply the render pass to.
  76534. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76535. * @param engine The engine which the post process will be applied. (default: current engine)
  76536. * @param reusable If the post process can be reused on the same frame. (default: false)
  76537. * @param textureType The type of texture to be used when performing the post processing.
  76538. * @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)
  76539. */
  76540. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76541. if (camera === void 0) { camera = null; }
  76542. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76543. if (blockCompilation === void 0) { blockCompilation = false; }
  76544. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76545. }
  76546. return PassPostProcess;
  76547. }(BABYLON.PostProcess));
  76548. BABYLON.PassPostProcess = PassPostProcess;
  76549. /**
  76550. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76551. */
  76552. var PassCubePostProcess = /** @class */ (function (_super) {
  76553. __extends(PassCubePostProcess, _super);
  76554. /**
  76555. * Creates the PassCubePostProcess
  76556. * @param name The name of the effect.
  76557. * @param options The required width/height ratio to downsize to before computing the render pass.
  76558. * @param camera The camera to apply the render pass to.
  76559. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76560. * @param engine The engine which the post process will be applied. (default: current engine)
  76561. * @param reusable If the post process can be reused on the same frame. (default: false)
  76562. * @param textureType The type of texture to be used when performing the post processing.
  76563. * @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)
  76564. */
  76565. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76566. if (camera === void 0) { camera = null; }
  76567. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76568. if (blockCompilation === void 0) { blockCompilation = false; }
  76569. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76570. _this._face = 0;
  76571. return _this;
  76572. }
  76573. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76574. /**
  76575. * Gets or sets the cube face to display.
  76576. * * 0 is +X
  76577. * * 1 is -X
  76578. * * 2 is +Y
  76579. * * 3 is -Y
  76580. * * 4 is +Z
  76581. * * 5 is -Z
  76582. */
  76583. get: function () {
  76584. return this._face;
  76585. },
  76586. set: function (value) {
  76587. if (value < 0 || value > 5) {
  76588. return;
  76589. }
  76590. this._face = value;
  76591. switch (this._face) {
  76592. case 0:
  76593. this.updateEffect("#define POSITIVEX");
  76594. break;
  76595. case 1:
  76596. this.updateEffect("#define NEGATIVEX");
  76597. break;
  76598. case 2:
  76599. this.updateEffect("#define POSITIVEY");
  76600. break;
  76601. case 3:
  76602. this.updateEffect("#define NEGATIVEY");
  76603. break;
  76604. case 4:
  76605. this.updateEffect("#define POSITIVEZ");
  76606. break;
  76607. case 5:
  76608. this.updateEffect("#define NEGATIVEZ");
  76609. break;
  76610. }
  76611. },
  76612. enumerable: true,
  76613. configurable: true
  76614. });
  76615. return PassCubePostProcess;
  76616. }(BABYLON.PostProcess));
  76617. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76618. })(BABYLON || (BABYLON = {}));
  76619. //# sourceMappingURL=babylon.passPostProcess.js.map
  76620. var __assign = (this && this.__assign) || function () {
  76621. __assign = Object.assign || function(t) {
  76622. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76623. s = arguments[i];
  76624. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76625. t[p] = s[p];
  76626. }
  76627. return t;
  76628. };
  76629. return __assign.apply(this, arguments);
  76630. };
  76631. var BABYLON;
  76632. (function (BABYLON) {
  76633. /**
  76634. * Default implementation IShadowGenerator.
  76635. * This is the main object responsible of generating shadows in the framework.
  76636. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76637. */
  76638. var ShadowGenerator = /** @class */ (function () {
  76639. /**
  76640. * Creates a ShadowGenerator object.
  76641. * A ShadowGenerator is the required tool to use the shadows.
  76642. * Each light casting shadows needs to use its own ShadowGenerator.
  76643. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76644. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76645. * @param light The light object generating the shadows.
  76646. * @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.
  76647. */
  76648. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76649. this._bias = 0.00005;
  76650. this._normalBias = 0;
  76651. this._blurBoxOffset = 1;
  76652. this._blurScale = 2;
  76653. this._blurKernel = 1;
  76654. this._useKernelBlur = false;
  76655. this._filter = ShadowGenerator.FILTER_NONE;
  76656. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76657. this._contactHardeningLightSizeUVRatio = 0.1;
  76658. this._darkness = 0;
  76659. this._transparencyShadow = false;
  76660. /**
  76661. * Controls the extent to which the shadows fade out at the edge of the frustum
  76662. * Used only by directionals and spots
  76663. */
  76664. this.frustumEdgeFalloff = 0;
  76665. /**
  76666. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76667. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76668. * It might on the other hand introduce peter panning.
  76669. */
  76670. this.forceBackFacesOnly = false;
  76671. this._lightDirection = BABYLON.Vector3.Zero();
  76672. this._viewMatrix = BABYLON.Matrix.Zero();
  76673. this._projectionMatrix = BABYLON.Matrix.Zero();
  76674. this._transformMatrix = BABYLON.Matrix.Zero();
  76675. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76676. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76677. this._currentFaceIndex = 0;
  76678. this._currentFaceIndexCache = 0;
  76679. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76680. this._mapSize = mapSize;
  76681. this._light = light;
  76682. this._scene = light.getScene();
  76683. light._shadowGenerator = this;
  76684. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76685. if (!component) {
  76686. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76687. this._scene._addComponent(component);
  76688. }
  76689. // Texture type fallback from float to int if not supported.
  76690. var caps = this._scene.getEngine().getCaps();
  76691. if (!usefulFloatFirst) {
  76692. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76693. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76694. }
  76695. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76696. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76697. }
  76698. else {
  76699. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76700. }
  76701. }
  76702. else {
  76703. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76704. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76705. }
  76706. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76707. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76708. }
  76709. else {
  76710. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76711. }
  76712. }
  76713. this._initializeGenerator();
  76714. this._applyFilterValues();
  76715. }
  76716. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76717. /**
  76718. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76719. */
  76720. get: function () {
  76721. return this._bias;
  76722. },
  76723. /**
  76724. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76725. */
  76726. set: function (bias) {
  76727. this._bias = bias;
  76728. },
  76729. enumerable: true,
  76730. configurable: true
  76731. });
  76732. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76733. /**
  76734. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76735. */
  76736. get: function () {
  76737. return this._normalBias;
  76738. },
  76739. /**
  76740. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76741. */
  76742. set: function (normalBias) {
  76743. this._normalBias = normalBias;
  76744. },
  76745. enumerable: true,
  76746. configurable: true
  76747. });
  76748. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76749. /**
  76750. * Gets the blur box offset: offset applied during the blur pass.
  76751. * Only useful if useKernelBlur = false
  76752. */
  76753. get: function () {
  76754. return this._blurBoxOffset;
  76755. },
  76756. /**
  76757. * Sets the blur box offset: offset applied during the blur pass.
  76758. * Only useful if useKernelBlur = false
  76759. */
  76760. set: function (value) {
  76761. if (this._blurBoxOffset === value) {
  76762. return;
  76763. }
  76764. this._blurBoxOffset = value;
  76765. this._disposeBlurPostProcesses();
  76766. },
  76767. enumerable: true,
  76768. configurable: true
  76769. });
  76770. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76771. /**
  76772. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76773. * 2 means half of the size.
  76774. */
  76775. get: function () {
  76776. return this._blurScale;
  76777. },
  76778. /**
  76779. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76780. * 2 means half of the size.
  76781. */
  76782. set: function (value) {
  76783. if (this._blurScale === value) {
  76784. return;
  76785. }
  76786. this._blurScale = value;
  76787. this._disposeBlurPostProcesses();
  76788. },
  76789. enumerable: true,
  76790. configurable: true
  76791. });
  76792. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76793. /**
  76794. * Gets the blur kernel: kernel size of the blur pass.
  76795. * Only useful if useKernelBlur = true
  76796. */
  76797. get: function () {
  76798. return this._blurKernel;
  76799. },
  76800. /**
  76801. * Sets the blur kernel: kernel size of the blur pass.
  76802. * Only useful if useKernelBlur = true
  76803. */
  76804. set: function (value) {
  76805. if (this._blurKernel === value) {
  76806. return;
  76807. }
  76808. this._blurKernel = value;
  76809. this._disposeBlurPostProcesses();
  76810. },
  76811. enumerable: true,
  76812. configurable: true
  76813. });
  76814. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76815. /**
  76816. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76817. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76818. */
  76819. get: function () {
  76820. return this._useKernelBlur;
  76821. },
  76822. /**
  76823. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76824. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76825. */
  76826. set: function (value) {
  76827. if (this._useKernelBlur === value) {
  76828. return;
  76829. }
  76830. this._useKernelBlur = value;
  76831. this._disposeBlurPostProcesses();
  76832. },
  76833. enumerable: true,
  76834. configurable: true
  76835. });
  76836. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76837. /**
  76838. * Gets the depth scale used in ESM mode.
  76839. */
  76840. get: function () {
  76841. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76842. },
  76843. /**
  76844. * Sets the depth scale used in ESM mode.
  76845. * This can override the scale stored on the light.
  76846. */
  76847. set: function (value) {
  76848. this._depthScale = value;
  76849. },
  76850. enumerable: true,
  76851. configurable: true
  76852. });
  76853. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76854. /**
  76855. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76856. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76857. */
  76858. get: function () {
  76859. return this._filter;
  76860. },
  76861. /**
  76862. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76863. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76864. */
  76865. set: function (value) {
  76866. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76867. if (this._light.needCube()) {
  76868. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76869. this.useExponentialShadowMap = true;
  76870. return;
  76871. }
  76872. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76873. this.useCloseExponentialShadowMap = true;
  76874. return;
  76875. }
  76876. // PCF on cubemap would also be expensive
  76877. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76878. this.usePoissonSampling = true;
  76879. return;
  76880. }
  76881. }
  76882. // Weblg1 fallback for PCF.
  76883. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76884. if (this._scene.getEngine().webGLVersion === 1) {
  76885. this.usePoissonSampling = true;
  76886. return;
  76887. }
  76888. }
  76889. if (this._filter === value) {
  76890. return;
  76891. }
  76892. this._filter = value;
  76893. this._disposeBlurPostProcesses();
  76894. this._applyFilterValues();
  76895. this._light._markMeshesAsLightDirty();
  76896. },
  76897. enumerable: true,
  76898. configurable: true
  76899. });
  76900. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76901. /**
  76902. * Gets if the current filter is set to Poisson Sampling.
  76903. */
  76904. get: function () {
  76905. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76906. },
  76907. /**
  76908. * Sets the current filter to Poisson Sampling.
  76909. */
  76910. set: function (value) {
  76911. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76912. return;
  76913. }
  76914. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76915. },
  76916. enumerable: true,
  76917. configurable: true
  76918. });
  76919. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76920. /**
  76921. * Gets if the current filter is set to ESM.
  76922. */
  76923. get: function () {
  76924. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76925. },
  76926. /**
  76927. * Sets the current filter is to ESM.
  76928. */
  76929. set: function (value) {
  76930. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76931. return;
  76932. }
  76933. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76934. },
  76935. enumerable: true,
  76936. configurable: true
  76937. });
  76938. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76939. /**
  76940. * Gets if the current filter is set to filtered ESM.
  76941. */
  76942. get: function () {
  76943. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76944. },
  76945. /**
  76946. * Gets if the current filter is set to filtered ESM.
  76947. */
  76948. set: function (value) {
  76949. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76950. return;
  76951. }
  76952. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76953. },
  76954. enumerable: true,
  76955. configurable: true
  76956. });
  76957. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76958. /**
  76959. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76960. * exponential to prevent steep falloff artifacts).
  76961. */
  76962. get: function () {
  76963. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76964. },
  76965. /**
  76966. * Sets the current filter to "close ESM" (using the inverse of the
  76967. * exponential to prevent steep falloff artifacts).
  76968. */
  76969. set: function (value) {
  76970. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76971. return;
  76972. }
  76973. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76974. },
  76975. enumerable: true,
  76976. configurable: true
  76977. });
  76978. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76979. /**
  76980. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76981. * exponential to prevent steep falloff artifacts).
  76982. */
  76983. get: function () {
  76984. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76985. },
  76986. /**
  76987. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76988. * exponential to prevent steep falloff artifacts).
  76989. */
  76990. set: function (value) {
  76991. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76992. return;
  76993. }
  76994. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76995. },
  76996. enumerable: true,
  76997. configurable: true
  76998. });
  76999. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77000. /**
  77001. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77002. */
  77003. get: function () {
  77004. return this.filter === ShadowGenerator.FILTER_PCF;
  77005. },
  77006. /**
  77007. * Sets the current filter to "PCF" (percentage closer filtering).
  77008. */
  77009. set: function (value) {
  77010. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77011. return;
  77012. }
  77013. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77014. },
  77015. enumerable: true,
  77016. configurable: true
  77017. });
  77018. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77019. /**
  77020. * Gets the PCF or PCSS Quality.
  77021. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77022. */
  77023. get: function () {
  77024. return this._filteringQuality;
  77025. },
  77026. /**
  77027. * Sets the PCF or PCSS Quality.
  77028. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77029. */
  77030. set: function (filteringQuality) {
  77031. this._filteringQuality = filteringQuality;
  77032. },
  77033. enumerable: true,
  77034. configurable: true
  77035. });
  77036. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77037. /**
  77038. * Gets if the current filter is set to "PCSS" (contact hardening).
  77039. */
  77040. get: function () {
  77041. return this.filter === ShadowGenerator.FILTER_PCSS;
  77042. },
  77043. /**
  77044. * Sets the current filter to "PCSS" (contact hardening).
  77045. */
  77046. set: function (value) {
  77047. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77048. return;
  77049. }
  77050. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77051. },
  77052. enumerable: true,
  77053. configurable: true
  77054. });
  77055. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77056. /**
  77057. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77058. * Using a ratio helps keeping shape stability independently of the map size.
  77059. *
  77060. * It does not account for the light projection as it was having too much
  77061. * instability during the light setup or during light position changes.
  77062. *
  77063. * Only valid if useContactHardeningShadow is true.
  77064. */
  77065. get: function () {
  77066. return this._contactHardeningLightSizeUVRatio;
  77067. },
  77068. /**
  77069. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77070. * Using a ratio helps keeping shape stability independently of the map size.
  77071. *
  77072. * It does not account for the light projection as it was having too much
  77073. * instability during the light setup or during light position changes.
  77074. *
  77075. * Only valid if useContactHardeningShadow is true.
  77076. */
  77077. set: function (contactHardeningLightSizeUVRatio) {
  77078. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77079. },
  77080. enumerable: true,
  77081. configurable: true
  77082. });
  77083. /**
  77084. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77085. * 0 means strongest and 1 would means no shadow.
  77086. * @returns the darkness.
  77087. */
  77088. ShadowGenerator.prototype.getDarkness = function () {
  77089. return this._darkness;
  77090. };
  77091. /**
  77092. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77093. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77094. * @returns the shadow generator allowing fluent coding.
  77095. */
  77096. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77097. if (darkness >= 1.0) {
  77098. this._darkness = 1.0;
  77099. }
  77100. else if (darkness <= 0.0) {
  77101. this._darkness = 0.0;
  77102. }
  77103. else {
  77104. this._darkness = darkness;
  77105. }
  77106. return this;
  77107. };
  77108. /**
  77109. * Sets the ability to have transparent shadow (boolean).
  77110. * @param transparent True if transparent else False
  77111. * @returns the shadow generator allowing fluent coding
  77112. */
  77113. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77114. this._transparencyShadow = transparent;
  77115. return this;
  77116. };
  77117. /**
  77118. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77119. * @returns The render target texture if present otherwise, null
  77120. */
  77121. ShadowGenerator.prototype.getShadowMap = function () {
  77122. return this._shadowMap;
  77123. };
  77124. /**
  77125. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77126. * @returns The render target texture if the shadow map is present otherwise, null
  77127. */
  77128. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77129. if (this._shadowMap2) {
  77130. return this._shadowMap2;
  77131. }
  77132. return this._shadowMap;
  77133. };
  77134. /**
  77135. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77136. * @param mesh Mesh to add
  77137. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77138. * @returns the Shadow Generator itself
  77139. */
  77140. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77141. if (includeDescendants === void 0) { includeDescendants = true; }
  77142. var _a;
  77143. if (!this._shadowMap) {
  77144. return this;
  77145. }
  77146. if (!this._shadowMap.renderList) {
  77147. this._shadowMap.renderList = [];
  77148. }
  77149. this._shadowMap.renderList.push(mesh);
  77150. if (includeDescendants) {
  77151. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77152. }
  77153. return this;
  77154. };
  77155. /**
  77156. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77157. * @param mesh Mesh to remove
  77158. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77159. * @returns the Shadow Generator itself
  77160. */
  77161. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77162. if (includeDescendants === void 0) { includeDescendants = true; }
  77163. if (!this._shadowMap || !this._shadowMap.renderList) {
  77164. return this;
  77165. }
  77166. var index = this._shadowMap.renderList.indexOf(mesh);
  77167. if (index !== -1) {
  77168. this._shadowMap.renderList.splice(index, 1);
  77169. }
  77170. if (includeDescendants) {
  77171. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77172. var child = _a[_i];
  77173. this.removeShadowCaster(child);
  77174. }
  77175. }
  77176. return this;
  77177. };
  77178. /**
  77179. * Returns the associated light object.
  77180. * @returns the light generating the shadow
  77181. */
  77182. ShadowGenerator.prototype.getLight = function () {
  77183. return this._light;
  77184. };
  77185. ShadowGenerator.prototype._initializeGenerator = function () {
  77186. this._light._markMeshesAsLightDirty();
  77187. this._initializeShadowMap();
  77188. };
  77189. ShadowGenerator.prototype._initializeShadowMap = function () {
  77190. var _this = this;
  77191. // Render target
  77192. var engine = this._scene.getEngine();
  77193. if (engine.webGLVersion > 1) {
  77194. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77195. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77196. }
  77197. else {
  77198. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77199. }
  77200. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77201. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77202. this._shadowMap.anisotropicFilteringLevel = 1;
  77203. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77204. this._shadowMap.renderParticles = false;
  77205. this._shadowMap.ignoreCameraViewport = true;
  77206. // Record Face Index before render.
  77207. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77208. _this._currentFaceIndex = faceIndex;
  77209. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77210. engine.setColorWrite(false);
  77211. }
  77212. });
  77213. // Custom render function.
  77214. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77215. // Blur if required afer render.
  77216. this._shadowMap.onAfterUnbindObservable.add(function () {
  77217. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77218. engine.setColorWrite(true);
  77219. }
  77220. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77221. return;
  77222. }
  77223. var shadowMap = _this.getShadowMapForRendering();
  77224. if (shadowMap) {
  77225. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77226. }
  77227. });
  77228. // Clear according to the chosen filter.
  77229. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77230. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77231. this._shadowMap.onClearObservable.add(function (engine) {
  77232. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77233. engine.clear(clearOne, false, true, false);
  77234. }
  77235. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77236. engine.clear(clearZero, true, true, false);
  77237. }
  77238. else {
  77239. engine.clear(clearOne, true, true, false);
  77240. }
  77241. });
  77242. };
  77243. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77244. var _this = this;
  77245. var engine = this._scene.getEngine();
  77246. var targetSize = this._mapSize / this.blurScale;
  77247. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77248. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77249. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77250. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77251. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77252. }
  77253. if (this.useKernelBlur) {
  77254. 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);
  77255. this._kernelBlurXPostprocess.width = targetSize;
  77256. this._kernelBlurXPostprocess.height = targetSize;
  77257. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77258. effect.setTexture("textureSampler", _this._shadowMap);
  77259. });
  77260. 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);
  77261. this._kernelBlurXPostprocess.autoClear = false;
  77262. this._kernelBlurYPostprocess.autoClear = false;
  77263. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77264. this._kernelBlurXPostprocess.packedFloat = true;
  77265. this._kernelBlurYPostprocess.packedFloat = true;
  77266. }
  77267. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77268. }
  77269. else {
  77270. 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);
  77271. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77272. effect.setFloat2("screenSize", targetSize, targetSize);
  77273. effect.setTexture("textureSampler", _this._shadowMap);
  77274. });
  77275. this._boxBlurPostprocess.autoClear = false;
  77276. this._blurPostProcesses = [this._boxBlurPostprocess];
  77277. }
  77278. };
  77279. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77280. var index;
  77281. var engine = this._scene.getEngine();
  77282. if (depthOnlySubMeshes.length) {
  77283. engine.setColorWrite(false);
  77284. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77285. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77286. }
  77287. engine.setColorWrite(true);
  77288. }
  77289. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77290. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77291. }
  77292. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77293. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77294. }
  77295. if (this._transparencyShadow) {
  77296. for (index = 0; index < transparentSubMeshes.length; index++) {
  77297. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77298. }
  77299. }
  77300. };
  77301. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77302. var _this = this;
  77303. var mesh = subMesh.getRenderingMesh();
  77304. var scene = this._scene;
  77305. var engine = scene.getEngine();
  77306. var material = subMesh.getMaterial();
  77307. if (!material || subMesh.verticesCount === 0) {
  77308. return;
  77309. }
  77310. // Culling
  77311. engine.setState(material.backFaceCulling);
  77312. // Managing instances
  77313. var batch = mesh._getInstancesRenderList(subMesh._id);
  77314. if (batch.mustReturn) {
  77315. return;
  77316. }
  77317. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77318. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77319. engine.enableEffect(this._effect);
  77320. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77321. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77322. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77323. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77324. this._effect.setVector3("lightData", this._cachedDirection);
  77325. }
  77326. else {
  77327. this._effect.setVector3("lightData", this._cachedPosition);
  77328. }
  77329. if (scene.activeCamera) {
  77330. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77331. }
  77332. // Alpha test
  77333. if (material && material.needAlphaTesting()) {
  77334. var alphaTexture = material.getAlphaTestTexture();
  77335. if (alphaTexture) {
  77336. this._effect.setTexture("diffuseSampler", alphaTexture);
  77337. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77338. }
  77339. }
  77340. // Bones
  77341. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77342. var skeleton = mesh.skeleton;
  77343. if (skeleton.isUsingTextureForMatrices) {
  77344. var boneTexture = skeleton.getTransformMatrixTexture();
  77345. if (!boneTexture) {
  77346. return;
  77347. }
  77348. this._effect.setTexture("boneSampler", boneTexture);
  77349. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77350. }
  77351. else {
  77352. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77353. }
  77354. }
  77355. // Morph targets
  77356. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77357. if (this.forceBackFacesOnly) {
  77358. engine.setState(true, 0, false, true);
  77359. }
  77360. // Draw
  77361. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77362. if (this.forceBackFacesOnly) {
  77363. engine.setState(true, 0, false, false);
  77364. }
  77365. }
  77366. else {
  77367. // Need to reset refresh rate of the shadowMap
  77368. if (this._shadowMap) {
  77369. this._shadowMap.resetRefreshCounter();
  77370. }
  77371. }
  77372. };
  77373. ShadowGenerator.prototype._applyFilterValues = function () {
  77374. if (!this._shadowMap) {
  77375. return;
  77376. }
  77377. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77378. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77379. }
  77380. else {
  77381. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77382. }
  77383. };
  77384. /**
  77385. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77386. * @param onCompiled Callback triggered at the and of the effects compilation
  77387. * @param options Sets of optional options forcing the compilation with different modes
  77388. */
  77389. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77390. var _this = this;
  77391. var localOptions = __assign({ useInstances: false }, options);
  77392. var shadowMap = this.getShadowMap();
  77393. if (!shadowMap) {
  77394. if (onCompiled) {
  77395. onCompiled(this);
  77396. }
  77397. return;
  77398. }
  77399. var renderList = shadowMap.renderList;
  77400. if (!renderList) {
  77401. if (onCompiled) {
  77402. onCompiled(this);
  77403. }
  77404. return;
  77405. }
  77406. var subMeshes = new Array();
  77407. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77408. var mesh = renderList_1[_i];
  77409. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77410. }
  77411. if (subMeshes.length === 0) {
  77412. if (onCompiled) {
  77413. onCompiled(this);
  77414. }
  77415. return;
  77416. }
  77417. var currentIndex = 0;
  77418. var checkReady = function () {
  77419. if (!_this._scene || !_this._scene.getEngine()) {
  77420. return;
  77421. }
  77422. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77423. currentIndex++;
  77424. if (currentIndex >= subMeshes.length) {
  77425. if (onCompiled) {
  77426. onCompiled(_this);
  77427. }
  77428. return;
  77429. }
  77430. }
  77431. setTimeout(checkReady, 16);
  77432. };
  77433. checkReady();
  77434. };
  77435. /**
  77436. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77437. * @param options Sets of optional options forcing the compilation with different modes
  77438. * @returns A promise that resolves when the compilation completes
  77439. */
  77440. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77441. var _this = this;
  77442. return new Promise(function (resolve) {
  77443. _this.forceCompilation(function () {
  77444. resolve();
  77445. }, options);
  77446. });
  77447. };
  77448. /**
  77449. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77450. * @param subMesh The submesh we want to render in the shadow map
  77451. * @param useInstances Defines wether will draw in the map using instances
  77452. * @returns true if ready otherwise, false
  77453. */
  77454. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77455. var defines = [];
  77456. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77457. defines.push("#define FLOAT");
  77458. }
  77459. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77460. defines.push("#define ESM");
  77461. }
  77462. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77463. defines.push("#define DEPTHTEXTURE");
  77464. }
  77465. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77466. var mesh = subMesh.getMesh();
  77467. var material = subMesh.getMaterial();
  77468. // Normal bias.
  77469. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77470. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77471. defines.push("#define NORMAL");
  77472. if (mesh.nonUniformScaling) {
  77473. defines.push("#define NONUNIFORMSCALING");
  77474. }
  77475. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77476. defines.push("#define DIRECTIONINLIGHTDATA");
  77477. }
  77478. }
  77479. // Alpha test
  77480. if (material && material.needAlphaTesting()) {
  77481. var alphaTexture = material.getAlphaTestTexture();
  77482. if (alphaTexture) {
  77483. defines.push("#define ALPHATEST");
  77484. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77485. attribs.push(BABYLON.VertexBuffer.UVKind);
  77486. defines.push("#define UV1");
  77487. }
  77488. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77489. if (alphaTexture.coordinatesIndex === 1) {
  77490. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77491. defines.push("#define UV2");
  77492. }
  77493. }
  77494. }
  77495. }
  77496. // Bones
  77497. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77498. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77499. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77500. if (mesh.numBoneInfluencers > 4) {
  77501. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77502. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77503. }
  77504. var skeleton = mesh.skeleton;
  77505. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77506. if (skeleton.isUsingTextureForMatrices) {
  77507. defines.push("#define BONETEXTURE");
  77508. }
  77509. else {
  77510. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77511. }
  77512. }
  77513. else {
  77514. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77515. }
  77516. // Morph targets
  77517. var manager = mesh.morphTargetManager;
  77518. var morphInfluencers = 0;
  77519. if (manager) {
  77520. if (manager.numInfluencers > 0) {
  77521. defines.push("#define MORPHTARGETS");
  77522. morphInfluencers = manager.numInfluencers;
  77523. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77524. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77525. }
  77526. }
  77527. // Instances
  77528. if (useInstances) {
  77529. defines.push("#define INSTANCES");
  77530. attribs.push("world0");
  77531. attribs.push("world1");
  77532. attribs.push("world2");
  77533. attribs.push("world3");
  77534. }
  77535. // Get correct effect
  77536. var join = defines.join("\n");
  77537. if (this._cachedDefines !== join) {
  77538. this._cachedDefines = join;
  77539. 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 });
  77540. }
  77541. if (!this._effect.isReady()) {
  77542. return false;
  77543. }
  77544. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77545. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77546. this._initializeBlurRTTAndPostProcesses();
  77547. }
  77548. }
  77549. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77550. return false;
  77551. }
  77552. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77553. return false;
  77554. }
  77555. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77556. return false;
  77557. }
  77558. return true;
  77559. };
  77560. /**
  77561. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77562. * @param defines Defines of the material we want to update
  77563. * @param lightIndex Index of the light in the enabled light list of the material
  77564. */
  77565. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77566. var scene = this._scene;
  77567. var light = this._light;
  77568. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77569. return;
  77570. }
  77571. defines["SHADOW" + lightIndex] = true;
  77572. if (this.useContactHardeningShadow) {
  77573. defines["SHADOWPCSS" + lightIndex] = true;
  77574. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77575. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77576. }
  77577. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77578. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77579. }
  77580. // else default to high.
  77581. }
  77582. if (this.usePercentageCloserFiltering) {
  77583. defines["SHADOWPCF" + lightIndex] = true;
  77584. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77585. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77586. }
  77587. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77588. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77589. }
  77590. // else default to high.
  77591. }
  77592. else if (this.usePoissonSampling) {
  77593. defines["SHADOWPOISSON" + lightIndex] = true;
  77594. }
  77595. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77596. defines["SHADOWESM" + lightIndex] = true;
  77597. }
  77598. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77599. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77600. }
  77601. if (light.needCube()) {
  77602. defines["SHADOWCUBE" + lightIndex] = true;
  77603. }
  77604. };
  77605. /**
  77606. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77607. * defined in the generator but impacting the effect).
  77608. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77609. * @param effect The effect we are binfing the information for
  77610. */
  77611. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77612. var light = this._light;
  77613. var scene = this._scene;
  77614. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77615. return;
  77616. }
  77617. var camera = scene.activeCamera;
  77618. if (!camera) {
  77619. return;
  77620. }
  77621. var shadowMap = this.getShadowMap();
  77622. if (!shadowMap) {
  77623. return;
  77624. }
  77625. if (!light.needCube()) {
  77626. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77627. }
  77628. // Only PCF uses depth stencil texture.
  77629. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77630. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77631. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77632. }
  77633. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77634. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77635. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77636. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77637. }
  77638. else {
  77639. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77640. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77641. }
  77642. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77643. };
  77644. /**
  77645. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77646. * (eq to shadow prjection matrix * light transform matrix)
  77647. * @returns The transform matrix used to create the shadow map
  77648. */
  77649. ShadowGenerator.prototype.getTransformMatrix = function () {
  77650. var scene = this._scene;
  77651. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77652. return this._transformMatrix;
  77653. }
  77654. this._currentRenderID = scene.getRenderId();
  77655. this._currentFaceIndexCache = this._currentFaceIndex;
  77656. var lightPosition = this._light.position;
  77657. if (this._light.computeTransformedInformation()) {
  77658. lightPosition = this._light.transformedPosition;
  77659. }
  77660. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77661. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77662. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77663. }
  77664. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77665. this._cachedPosition.copyFrom(lightPosition);
  77666. this._cachedDirection.copyFrom(this._lightDirection);
  77667. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77668. var shadowMap = this.getShadowMap();
  77669. if (shadowMap) {
  77670. var renderList = shadowMap.renderList;
  77671. if (renderList) {
  77672. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77673. }
  77674. }
  77675. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77676. }
  77677. return this._transformMatrix;
  77678. };
  77679. /**
  77680. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77681. * Cube and 2D textures for instance.
  77682. */
  77683. ShadowGenerator.prototype.recreateShadowMap = function () {
  77684. var shadowMap = this._shadowMap;
  77685. if (!shadowMap) {
  77686. return;
  77687. }
  77688. // Track render list.
  77689. var renderList = shadowMap.renderList;
  77690. // Clean up existing data.
  77691. this._disposeRTTandPostProcesses();
  77692. // Reinitializes.
  77693. this._initializeGenerator();
  77694. // Reaffect the filter to ensure a correct fallback if necessary.
  77695. this.filter = this.filter;
  77696. // Reaffect the filter.
  77697. this._applyFilterValues();
  77698. // Reaffect Render List.
  77699. this._shadowMap.renderList = renderList;
  77700. };
  77701. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77702. if (this._shadowMap2) {
  77703. this._shadowMap2.dispose();
  77704. this._shadowMap2 = null;
  77705. }
  77706. if (this._boxBlurPostprocess) {
  77707. this._boxBlurPostprocess.dispose();
  77708. this._boxBlurPostprocess = null;
  77709. }
  77710. if (this._kernelBlurXPostprocess) {
  77711. this._kernelBlurXPostprocess.dispose();
  77712. this._kernelBlurXPostprocess = null;
  77713. }
  77714. if (this._kernelBlurYPostprocess) {
  77715. this._kernelBlurYPostprocess.dispose();
  77716. this._kernelBlurYPostprocess = null;
  77717. }
  77718. this._blurPostProcesses = [];
  77719. };
  77720. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77721. if (this._shadowMap) {
  77722. this._shadowMap.dispose();
  77723. this._shadowMap = null;
  77724. }
  77725. this._disposeBlurPostProcesses();
  77726. };
  77727. /**
  77728. * Disposes the ShadowGenerator.
  77729. * Returns nothing.
  77730. */
  77731. ShadowGenerator.prototype.dispose = function () {
  77732. this._disposeRTTandPostProcesses();
  77733. if (this._light) {
  77734. this._light._shadowGenerator = null;
  77735. this._light._markMeshesAsLightDirty();
  77736. }
  77737. };
  77738. /**
  77739. * Serializes the shadow generator setup to a json object.
  77740. * @returns The serialized JSON object
  77741. */
  77742. ShadowGenerator.prototype.serialize = function () {
  77743. var serializationObject = {};
  77744. var shadowMap = this.getShadowMap();
  77745. if (!shadowMap) {
  77746. return serializationObject;
  77747. }
  77748. serializationObject.lightId = this._light.id;
  77749. serializationObject.mapSize = shadowMap.getRenderSize();
  77750. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77751. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77752. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77753. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77754. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77755. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77756. serializationObject.depthScale = this.depthScale;
  77757. serializationObject.darkness = this.getDarkness();
  77758. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77759. serializationObject.blurKernel = this.blurKernel;
  77760. serializationObject.blurScale = this.blurScale;
  77761. serializationObject.useKernelBlur = this.useKernelBlur;
  77762. serializationObject.transparencyShadow = this._transparencyShadow;
  77763. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77764. serializationObject.bias = this.bias;
  77765. serializationObject.normalBias = this.normalBias;
  77766. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77767. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77768. serializationObject.filteringQuality = this.filteringQuality;
  77769. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77770. serializationObject.renderList = [];
  77771. if (shadowMap.renderList) {
  77772. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77773. var mesh = shadowMap.renderList[meshIndex];
  77774. serializationObject.renderList.push(mesh.id);
  77775. }
  77776. }
  77777. return serializationObject;
  77778. };
  77779. /**
  77780. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77781. * @param parsedShadowGenerator The JSON object to parse
  77782. * @param scene The scene to create the shadow map for
  77783. * @returns The parsed shadow generator
  77784. */
  77785. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77786. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77787. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77788. var shadowMap = shadowGenerator.getShadowMap();
  77789. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77790. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77791. meshes.forEach(function (mesh) {
  77792. if (!shadowMap) {
  77793. return;
  77794. }
  77795. if (!shadowMap.renderList) {
  77796. shadowMap.renderList = [];
  77797. }
  77798. shadowMap.renderList.push(mesh);
  77799. });
  77800. }
  77801. if (parsedShadowGenerator.usePoissonSampling) {
  77802. shadowGenerator.usePoissonSampling = true;
  77803. }
  77804. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77805. shadowGenerator.useExponentialShadowMap = true;
  77806. }
  77807. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77808. shadowGenerator.useBlurExponentialShadowMap = true;
  77809. }
  77810. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77811. shadowGenerator.useCloseExponentialShadowMap = true;
  77812. }
  77813. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77814. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77815. }
  77816. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77817. shadowGenerator.usePercentageCloserFiltering = true;
  77818. }
  77819. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77820. shadowGenerator.useContactHardeningShadow = true;
  77821. }
  77822. if (parsedShadowGenerator.filteringQuality) {
  77823. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77824. }
  77825. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77826. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77827. }
  77828. // Backward compat
  77829. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77830. shadowGenerator.useExponentialShadowMap = true;
  77831. }
  77832. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77833. shadowGenerator.useBlurExponentialShadowMap = true;
  77834. }
  77835. if (parsedShadowGenerator.depthScale) {
  77836. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77837. }
  77838. if (parsedShadowGenerator.blurScale) {
  77839. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77840. }
  77841. if (parsedShadowGenerator.blurBoxOffset) {
  77842. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77843. }
  77844. if (parsedShadowGenerator.useKernelBlur) {
  77845. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77846. }
  77847. if (parsedShadowGenerator.blurKernel) {
  77848. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77849. }
  77850. if (parsedShadowGenerator.bias !== undefined) {
  77851. shadowGenerator.bias = parsedShadowGenerator.bias;
  77852. }
  77853. if (parsedShadowGenerator.normalBias !== undefined) {
  77854. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77855. }
  77856. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77857. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77858. }
  77859. if (parsedShadowGenerator.darkness) {
  77860. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77861. }
  77862. if (parsedShadowGenerator.transparencyShadow) {
  77863. shadowGenerator.setTransparencyShadow(true);
  77864. }
  77865. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77866. return shadowGenerator;
  77867. };
  77868. /**
  77869. * Shadow generator mode None: no filtering applied.
  77870. */
  77871. ShadowGenerator.FILTER_NONE = 0;
  77872. /**
  77873. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77874. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77875. */
  77876. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77877. /**
  77878. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77879. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77880. */
  77881. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77882. /**
  77883. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77884. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77885. */
  77886. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77887. /**
  77888. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77889. * edge artifacts on steep falloff.
  77890. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77891. */
  77892. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77893. /**
  77894. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77895. * edge artifacts on steep falloff.
  77896. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77897. */
  77898. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77899. /**
  77900. * Shadow generator mode PCF: Percentage Closer Filtering
  77901. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77902. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77903. */
  77904. ShadowGenerator.FILTER_PCF = 6;
  77905. /**
  77906. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77907. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77908. * Contact Hardening
  77909. */
  77910. ShadowGenerator.FILTER_PCSS = 7;
  77911. /**
  77912. * Reserved for PCF and PCSS
  77913. * Highest Quality.
  77914. *
  77915. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77916. *
  77917. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77918. */
  77919. ShadowGenerator.QUALITY_HIGH = 0;
  77920. /**
  77921. * Reserved for PCF and PCSS
  77922. * Good tradeoff for quality/perf cross devices
  77923. *
  77924. * Execute PCF on a 3*3 kernel.
  77925. *
  77926. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77927. */
  77928. ShadowGenerator.QUALITY_MEDIUM = 1;
  77929. /**
  77930. * Reserved for PCF and PCSS
  77931. * The lowest quality but the fastest.
  77932. *
  77933. * Execute PCF on a 1*1 kernel.
  77934. *
  77935. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77936. */
  77937. ShadowGenerator.QUALITY_LOW = 2;
  77938. return ShadowGenerator;
  77939. }());
  77940. BABYLON.ShadowGenerator = ShadowGenerator;
  77941. })(BABYLON || (BABYLON = {}));
  77942. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77943. var BABYLON;
  77944. (function (BABYLON) {
  77945. // Adds the parser to the scene parsers.
  77946. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77947. // Shadows
  77948. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77949. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77950. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77951. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77952. // SG would be available on their associated lights
  77953. }
  77954. }
  77955. });
  77956. /**
  77957. * Defines the shadow generator component responsible to manage any shadow generators
  77958. * in a given scene.
  77959. */
  77960. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77961. /**
  77962. * Creates a new instance of the component for the given scene
  77963. * @param scene Defines the scene to register the component in
  77964. */
  77965. function ShadowGeneratorSceneComponent(scene) {
  77966. /**
  77967. * The component name helpfull to identify the component in the list of scene components.
  77968. */
  77969. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77970. this.scene = scene;
  77971. }
  77972. /**
  77973. * Registers the component in a given scene
  77974. */
  77975. ShadowGeneratorSceneComponent.prototype.register = function () {
  77976. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77977. };
  77978. /**
  77979. * Rebuilds the elements related to this component in case of
  77980. * context lost for instance.
  77981. */
  77982. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77983. // Nothing To Do Here.
  77984. };
  77985. /**
  77986. * Serializes the component data to the specified json object
  77987. * @param serializationObject The object to serialize to
  77988. */
  77989. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77990. // Shadows
  77991. serializationObject.shadowGenerators = [];
  77992. var lights = this.scene.lights;
  77993. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77994. var light = lights_1[_i];
  77995. var shadowGenerator = light.getShadowGenerator();
  77996. if (shadowGenerator) {
  77997. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77998. }
  77999. }
  78000. };
  78001. /**
  78002. * Adds all the element from the container to the scene
  78003. * @param container the container holding the elements
  78004. */
  78005. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78006. // Nothing To Do Here. (directly attached to a light)
  78007. };
  78008. /**
  78009. * Removes all the elements in the container from the scene
  78010. * @param container contains the elements to remove
  78011. */
  78012. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78013. // Nothing To Do Here. (directly attached to a light)
  78014. };
  78015. /**
  78016. * Rebuilds the elements related to this component in case of
  78017. * context lost for instance.
  78018. */
  78019. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78020. // Nothing To Do Here.
  78021. };
  78022. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78023. // Shadows
  78024. var scene = this.scene;
  78025. if (this.scene.shadowsEnabled) {
  78026. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78027. var light = scene.lights[lightIndex];
  78028. var shadowGenerator = light.getShadowGenerator();
  78029. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78030. var shadowMap = (shadowGenerator.getShadowMap());
  78031. if (scene.textures.indexOf(shadowMap) !== -1) {
  78032. renderTargets.push(shadowMap);
  78033. }
  78034. }
  78035. }
  78036. }
  78037. };
  78038. return ShadowGeneratorSceneComponent;
  78039. }());
  78040. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78041. })(BABYLON || (BABYLON = {}));
  78042. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78043. var BABYLON;
  78044. (function (BABYLON) {
  78045. /**
  78046. * Class used for the default loading screen
  78047. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78048. */
  78049. var DefaultLoadingScreen = /** @class */ (function () {
  78050. /**
  78051. * Creates a new default loading screen
  78052. * @param _renderingCanvas defines the canvas used to render the scene
  78053. * @param _loadingText defines the default text to display
  78054. * @param _loadingDivBackgroundColor defines the default background color
  78055. */
  78056. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78057. if (_loadingText === void 0) { _loadingText = ""; }
  78058. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78059. var _this = this;
  78060. this._renderingCanvas = _renderingCanvas;
  78061. this._loadingText = _loadingText;
  78062. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78063. // Resize
  78064. this._resizeLoadingUI = function () {
  78065. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78066. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78067. if (!_this._loadingDiv) {
  78068. return;
  78069. }
  78070. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78071. _this._loadingDiv.style.left = canvasRect.left + "px";
  78072. _this._loadingDiv.style.top = canvasRect.top + "px";
  78073. _this._loadingDiv.style.width = canvasRect.width + "px";
  78074. _this._loadingDiv.style.height = canvasRect.height + "px";
  78075. };
  78076. }
  78077. /**
  78078. * Function called to display the loading screen
  78079. */
  78080. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78081. if (this._loadingDiv) {
  78082. // Do not add a loading screen if there is already one
  78083. return;
  78084. }
  78085. this._loadingDiv = document.createElement("div");
  78086. this._loadingDiv.id = "babylonjsLoadingDiv";
  78087. this._loadingDiv.style.opacity = "0";
  78088. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78089. this._loadingDiv.style.pointerEvents = "none";
  78090. // Loading text
  78091. this._loadingTextDiv = document.createElement("div");
  78092. this._loadingTextDiv.style.position = "absolute";
  78093. this._loadingTextDiv.style.left = "0";
  78094. this._loadingTextDiv.style.top = "50%";
  78095. this._loadingTextDiv.style.marginTop = "80px";
  78096. this._loadingTextDiv.style.width = "100%";
  78097. this._loadingTextDiv.style.height = "20px";
  78098. this._loadingTextDiv.style.fontFamily = "Arial";
  78099. this._loadingTextDiv.style.fontSize = "14px";
  78100. this._loadingTextDiv.style.color = "white";
  78101. this._loadingTextDiv.style.textAlign = "center";
  78102. this._loadingTextDiv.innerHTML = "Loading";
  78103. this._loadingDiv.appendChild(this._loadingTextDiv);
  78104. //set the predefined text
  78105. this._loadingTextDiv.innerHTML = this._loadingText;
  78106. // Generating keyframes
  78107. var style = document.createElement('style');
  78108. style.type = 'text/css';
  78109. 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 }";
  78110. style.innerHTML = keyFrames;
  78111. document.getElementsByTagName('head')[0].appendChild(style);
  78112. // Loading img
  78113. var imgBack = new Image();
  78114. imgBack.src = "data:image/png;base64,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";
  78115. imgBack.style.position = "absolute";
  78116. imgBack.style.left = "50%";
  78117. imgBack.style.top = "50%";
  78118. imgBack.style.marginLeft = "-60px";
  78119. imgBack.style.marginTop = "-60px";
  78120. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78121. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78122. imgBack.style.transformOrigin = "50% 50%";
  78123. imgBack.style.webkitTransformOrigin = "50% 50%";
  78124. this._loadingDiv.appendChild(imgBack);
  78125. this._resizeLoadingUI();
  78126. window.addEventListener("resize", this._resizeLoadingUI);
  78127. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78128. document.body.appendChild(this._loadingDiv);
  78129. this._loadingDiv.style.opacity = "1";
  78130. };
  78131. /**
  78132. * Function called to hide the loading screen
  78133. */
  78134. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78135. var _this = this;
  78136. if (!this._loadingDiv) {
  78137. return;
  78138. }
  78139. var onTransitionEnd = function () {
  78140. if (!_this._loadingDiv) {
  78141. return;
  78142. }
  78143. if (_this._loadingDiv.parentElement) {
  78144. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78145. }
  78146. window.removeEventListener("resize", _this._resizeLoadingUI);
  78147. _this._loadingDiv = null;
  78148. };
  78149. this._loadingDiv.style.opacity = "0";
  78150. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78151. };
  78152. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78153. get: function () {
  78154. return this._loadingText;
  78155. },
  78156. /**
  78157. * Gets or sets the text to display while loading
  78158. */
  78159. set: function (text) {
  78160. this._loadingText = text;
  78161. if (this._loadingTextDiv) {
  78162. this._loadingTextDiv.innerHTML = this._loadingText;
  78163. }
  78164. },
  78165. enumerable: true,
  78166. configurable: true
  78167. });
  78168. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78169. /**
  78170. * Gets or sets the color to use for the background
  78171. */
  78172. get: function () {
  78173. return this._loadingDivBackgroundColor;
  78174. },
  78175. set: function (color) {
  78176. this._loadingDivBackgroundColor = color;
  78177. if (!this._loadingDiv) {
  78178. return;
  78179. }
  78180. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78181. },
  78182. enumerable: true,
  78183. configurable: true
  78184. });
  78185. return DefaultLoadingScreen;
  78186. }());
  78187. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78188. })(BABYLON || (BABYLON = {}));
  78189. //# sourceMappingURL=babylon.loadingScreen.js.map
  78190. var BABYLON;
  78191. (function (BABYLON) {
  78192. /**
  78193. * Class used to represent data loading progression
  78194. */
  78195. var SceneLoaderProgressEvent = /** @class */ (function () {
  78196. /**
  78197. * Create a new progress event
  78198. * @param lengthComputable defines if data length to load can be evaluated
  78199. * @param loaded defines the loaded data length
  78200. * @param total defines the data length to load
  78201. */
  78202. function SceneLoaderProgressEvent(
  78203. /** defines if data length to load can be evaluated */
  78204. lengthComputable,
  78205. /** defines the loaded data length */
  78206. loaded,
  78207. /** defines the data length to load */
  78208. total) {
  78209. this.lengthComputable = lengthComputable;
  78210. this.loaded = loaded;
  78211. this.total = total;
  78212. }
  78213. /**
  78214. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78215. * @param event defines the source event
  78216. * @returns a new SceneLoaderProgressEvent
  78217. */
  78218. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78219. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78220. };
  78221. return SceneLoaderProgressEvent;
  78222. }());
  78223. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78224. /**
  78225. * Class used to load scene from various file formats using registered plugins
  78226. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78227. */
  78228. var SceneLoader = /** @class */ (function () {
  78229. function SceneLoader() {
  78230. }
  78231. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78232. /**
  78233. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78234. */
  78235. get: function () {
  78236. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78237. },
  78238. set: function (value) {
  78239. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78240. },
  78241. enumerable: true,
  78242. configurable: true
  78243. });
  78244. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78245. /**
  78246. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78247. */
  78248. get: function () {
  78249. return SceneLoader._ShowLoadingScreen;
  78250. },
  78251. set: function (value) {
  78252. SceneLoader._ShowLoadingScreen = value;
  78253. },
  78254. enumerable: true,
  78255. configurable: true
  78256. });
  78257. Object.defineProperty(SceneLoader, "loggingLevel", {
  78258. /**
  78259. * Defines the current logging level (while loading the scene)
  78260. * @ignorenaming
  78261. */
  78262. get: function () {
  78263. return SceneLoader._loggingLevel;
  78264. },
  78265. set: function (value) {
  78266. SceneLoader._loggingLevel = value;
  78267. },
  78268. enumerable: true,
  78269. configurable: true
  78270. });
  78271. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78272. /**
  78273. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78274. */
  78275. get: function () {
  78276. return SceneLoader._CleanBoneMatrixWeights;
  78277. },
  78278. set: function (value) {
  78279. SceneLoader._CleanBoneMatrixWeights = value;
  78280. },
  78281. enumerable: true,
  78282. configurable: true
  78283. });
  78284. SceneLoader._getDefaultPlugin = function () {
  78285. return SceneLoader._registeredPlugins[".babylon"];
  78286. };
  78287. SceneLoader._getPluginForExtension = function (extension) {
  78288. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78289. if (registeredPlugin) {
  78290. return registeredPlugin;
  78291. }
  78292. 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");
  78293. return SceneLoader._getDefaultPlugin();
  78294. };
  78295. SceneLoader._getPluginForDirectLoad = function (data) {
  78296. for (var extension in SceneLoader._registeredPlugins) {
  78297. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78298. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78299. return SceneLoader._registeredPlugins[extension];
  78300. }
  78301. }
  78302. return SceneLoader._getDefaultPlugin();
  78303. };
  78304. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78305. var queryStringPosition = sceneFilename.indexOf("?");
  78306. if (queryStringPosition !== -1) {
  78307. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78308. }
  78309. var dotPosition = sceneFilename.lastIndexOf(".");
  78310. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78311. return SceneLoader._getPluginForExtension(extension);
  78312. };
  78313. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78314. SceneLoader._getDirectLoad = function (sceneFilename) {
  78315. if (sceneFilename.substr(0, 5) === "data:") {
  78316. return sceneFilename.substr(5);
  78317. }
  78318. return null;
  78319. };
  78320. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78321. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78322. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78323. var plugin;
  78324. if (registeredPlugin.plugin.createPlugin) {
  78325. plugin = registeredPlugin.plugin.createPlugin();
  78326. }
  78327. else {
  78328. plugin = registeredPlugin.plugin;
  78329. }
  78330. var useArrayBuffer = registeredPlugin.isBinary;
  78331. var offlineProvider;
  78332. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78333. var dataCallback = function (data, responseURL) {
  78334. if (scene.isDisposed) {
  78335. onError("Scene has been disposed");
  78336. return;
  78337. }
  78338. scene.offlineProvider = offlineProvider;
  78339. onSuccess(plugin, data, responseURL);
  78340. };
  78341. var request = null;
  78342. var pluginDisposed = false;
  78343. var onDisposeObservable = plugin.onDisposeObservable;
  78344. if (onDisposeObservable) {
  78345. onDisposeObservable.add(function () {
  78346. pluginDisposed = true;
  78347. if (request) {
  78348. request.abort();
  78349. request = null;
  78350. }
  78351. onDispose();
  78352. });
  78353. }
  78354. var manifestChecked = function () {
  78355. if (pluginDisposed) {
  78356. return;
  78357. }
  78358. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78359. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78360. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78361. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78362. });
  78363. };
  78364. if (directLoad) {
  78365. dataCallback(directLoad);
  78366. return plugin;
  78367. }
  78368. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78369. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78370. var engine = scene.getEngine();
  78371. var canUseOfflineSupport = engine.enableOfflineSupport;
  78372. if (canUseOfflineSupport) {
  78373. // Also check for exceptions
  78374. var exceptionFound = false;
  78375. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78376. var regex = _a[_i];
  78377. if (regex.test(fileInfo.url)) {
  78378. exceptionFound = true;
  78379. break;
  78380. }
  78381. }
  78382. canUseOfflineSupport = !exceptionFound;
  78383. }
  78384. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78385. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78386. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78387. }
  78388. else {
  78389. manifestChecked();
  78390. }
  78391. }
  78392. // Loading file from disk via input file or drag'n'drop
  78393. else {
  78394. if (file) {
  78395. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78396. }
  78397. else {
  78398. onError("Unable to find file named " + fileInfo.name);
  78399. }
  78400. }
  78401. return plugin;
  78402. };
  78403. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78404. var url;
  78405. var name;
  78406. var file = null;
  78407. if (!sceneFilename) {
  78408. url = rootUrl;
  78409. name = BABYLON.Tools.GetFilename(rootUrl);
  78410. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78411. }
  78412. else if (sceneFilename instanceof File) {
  78413. url = rootUrl + sceneFilename.name;
  78414. name = sceneFilename.name;
  78415. file = sceneFilename;
  78416. }
  78417. else {
  78418. if (sceneFilename.substr(0, 1) === "/") {
  78419. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78420. return null;
  78421. }
  78422. url = rootUrl + sceneFilename;
  78423. name = sceneFilename;
  78424. }
  78425. return {
  78426. url: url,
  78427. rootUrl: rootUrl,
  78428. name: name,
  78429. file: file
  78430. };
  78431. };
  78432. // Public functions
  78433. /**
  78434. * Gets a plugin that can load the given extension
  78435. * @param extension defines the extension to load
  78436. * @returns a plugin or null if none works
  78437. */
  78438. SceneLoader.GetPluginForExtension = function (extension) {
  78439. return SceneLoader._getPluginForExtension(extension).plugin;
  78440. };
  78441. /**
  78442. * Gets a boolean indicating that the given extension can be loaded
  78443. * @param extension defines the extension to load
  78444. * @returns true if the extension is supported
  78445. */
  78446. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78447. return !!SceneLoader._registeredPlugins[extension];
  78448. };
  78449. /**
  78450. * Adds a new plugin to the list of registered plugins
  78451. * @param plugin defines the plugin to add
  78452. */
  78453. SceneLoader.RegisterPlugin = function (plugin) {
  78454. if (typeof plugin.extensions === "string") {
  78455. var extension = plugin.extensions;
  78456. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78457. plugin: plugin,
  78458. isBinary: false
  78459. };
  78460. }
  78461. else {
  78462. var extensions = plugin.extensions;
  78463. Object.keys(extensions).forEach(function (extension) {
  78464. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78465. plugin: plugin,
  78466. isBinary: extensions[extension].isBinary
  78467. };
  78468. });
  78469. }
  78470. };
  78471. /**
  78472. * Import meshes into a scene
  78473. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78474. * @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)
  78475. * @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)
  78476. * @param scene the instance of BABYLON.Scene to append to
  78477. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78478. * @param onProgress a callback with a progress event for each file being loaded
  78479. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78480. * @param pluginExtension the extension used to determine the plugin
  78481. * @returns The loaded plugin
  78482. */
  78483. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78484. if (sceneFilename === void 0) { sceneFilename = ""; }
  78485. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78486. if (onSuccess === void 0) { onSuccess = null; }
  78487. if (onProgress === void 0) { onProgress = null; }
  78488. if (onError === void 0) { onError = null; }
  78489. if (pluginExtension === void 0) { pluginExtension = null; }
  78490. if (!scene) {
  78491. BABYLON.Tools.Error("No scene available to import mesh to");
  78492. return null;
  78493. }
  78494. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78495. if (!fileInfo) {
  78496. return null;
  78497. }
  78498. var loadingToken = {};
  78499. scene._addPendingData(loadingToken);
  78500. var disposeHandler = function () {
  78501. scene._removePendingData(loadingToken);
  78502. };
  78503. var errorHandler = function (message, exception) {
  78504. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78505. if (onError) {
  78506. onError(scene, errorMessage, exception);
  78507. }
  78508. else {
  78509. BABYLON.Tools.Error(errorMessage);
  78510. // should the exception be thrown?
  78511. }
  78512. disposeHandler();
  78513. };
  78514. var progressHandler = onProgress ? function (event) {
  78515. try {
  78516. onProgress(event);
  78517. }
  78518. catch (e) {
  78519. errorHandler("Error in onProgress callback", e);
  78520. }
  78521. } : undefined;
  78522. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78523. scene.importedMeshesFiles.push(fileInfo.url);
  78524. if (onSuccess) {
  78525. try {
  78526. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78527. }
  78528. catch (e) {
  78529. errorHandler("Error in onSuccess callback", e);
  78530. }
  78531. }
  78532. scene._removePendingData(loadingToken);
  78533. };
  78534. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78535. if (plugin.rewriteRootURL) {
  78536. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78537. }
  78538. if (plugin.importMesh) {
  78539. var syncedPlugin = plugin;
  78540. var meshes = new Array();
  78541. var particleSystems = new Array();
  78542. var skeletons = new Array();
  78543. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78544. return;
  78545. }
  78546. scene.loadingPluginName = plugin.name;
  78547. successHandler(meshes, particleSystems, skeletons, []);
  78548. }
  78549. else {
  78550. var asyncedPlugin = plugin;
  78551. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78552. scene.loadingPluginName = plugin.name;
  78553. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78554. }).catch(function (error) {
  78555. errorHandler(error.message, error);
  78556. });
  78557. }
  78558. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78559. };
  78560. /**
  78561. * Import meshes into a scene
  78562. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78563. * @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)
  78564. * @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)
  78565. * @param scene the instance of BABYLON.Scene to append to
  78566. * @param onProgress a callback with a progress event for each file being loaded
  78567. * @param pluginExtension the extension used to determine the plugin
  78568. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78569. */
  78570. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78571. if (sceneFilename === void 0) { sceneFilename = ""; }
  78572. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78573. if (onProgress === void 0) { onProgress = null; }
  78574. if (pluginExtension === void 0) { pluginExtension = null; }
  78575. return new Promise(function (resolve, reject) {
  78576. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78577. resolve({
  78578. meshes: meshes,
  78579. particleSystems: particleSystems,
  78580. skeletons: skeletons,
  78581. animationGroups: animationGroups
  78582. });
  78583. }, onProgress, function (scene, message, exception) {
  78584. reject(exception || new Error(message));
  78585. }, pluginExtension);
  78586. });
  78587. };
  78588. /**
  78589. * Load a scene
  78590. * @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)
  78591. * @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)
  78592. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78593. * @param onSuccess a callback with the scene when import succeeds
  78594. * @param onProgress a callback with a progress event for each file being loaded
  78595. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78596. * @param pluginExtension the extension used to determine the plugin
  78597. * @returns The loaded plugin
  78598. */
  78599. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78600. if (sceneFilename === void 0) { sceneFilename = ""; }
  78601. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78602. if (onSuccess === void 0) { onSuccess = null; }
  78603. if (onProgress === void 0) { onProgress = null; }
  78604. if (onError === void 0) { onError = null; }
  78605. if (pluginExtension === void 0) { pluginExtension = null; }
  78606. if (!engine) {
  78607. BABYLON.Tools.Error("No engine available");
  78608. return null;
  78609. }
  78610. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78611. };
  78612. /**
  78613. * Load a scene
  78614. * @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)
  78615. * @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)
  78616. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78617. * @param onProgress a callback with a progress event for each file being loaded
  78618. * @param pluginExtension the extension used to determine the plugin
  78619. * @returns The loaded scene
  78620. */
  78621. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78622. if (sceneFilename === void 0) { sceneFilename = ""; }
  78623. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78624. if (onProgress === void 0) { onProgress = null; }
  78625. if (pluginExtension === void 0) { pluginExtension = null; }
  78626. return new Promise(function (resolve, reject) {
  78627. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78628. resolve(scene);
  78629. }, onProgress, function (scene, message, exception) {
  78630. reject(exception || new Error(message));
  78631. }, pluginExtension);
  78632. });
  78633. };
  78634. /**
  78635. * Append a scene
  78636. * @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)
  78637. * @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)
  78638. * @param scene is the instance of BABYLON.Scene to append to
  78639. * @param onSuccess a callback with the scene when import succeeds
  78640. * @param onProgress a callback with a progress event for each file being loaded
  78641. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78642. * @param pluginExtension the extension used to determine the plugin
  78643. * @returns The loaded plugin
  78644. */
  78645. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78646. if (sceneFilename === void 0) { sceneFilename = ""; }
  78647. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78648. if (onSuccess === void 0) { onSuccess = null; }
  78649. if (onProgress === void 0) { onProgress = null; }
  78650. if (onError === void 0) { onError = null; }
  78651. if (pluginExtension === void 0) { pluginExtension = null; }
  78652. if (!scene) {
  78653. BABYLON.Tools.Error("No scene available to append to");
  78654. return null;
  78655. }
  78656. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78657. if (!fileInfo) {
  78658. return null;
  78659. }
  78660. if (SceneLoader.ShowLoadingScreen) {
  78661. scene.getEngine().displayLoadingUI();
  78662. }
  78663. var loadingToken = {};
  78664. scene._addPendingData(loadingToken);
  78665. var disposeHandler = function () {
  78666. scene._removePendingData(loadingToken);
  78667. scene.getEngine().hideLoadingUI();
  78668. };
  78669. var errorHandler = function (message, exception) {
  78670. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78671. if (onError) {
  78672. onError(scene, errorMessage, exception);
  78673. }
  78674. else {
  78675. BABYLON.Tools.Error(errorMessage);
  78676. // should the exception be thrown?
  78677. }
  78678. disposeHandler();
  78679. };
  78680. var progressHandler = onProgress ? function (event) {
  78681. try {
  78682. onProgress(event);
  78683. }
  78684. catch (e) {
  78685. errorHandler("Error in onProgress callback", e);
  78686. }
  78687. } : undefined;
  78688. var successHandler = function () {
  78689. if (onSuccess) {
  78690. try {
  78691. onSuccess(scene);
  78692. }
  78693. catch (e) {
  78694. errorHandler("Error in onSuccess callback", e);
  78695. }
  78696. }
  78697. scene._removePendingData(loadingToken);
  78698. };
  78699. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78700. if (plugin.load) {
  78701. var syncedPlugin = plugin;
  78702. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78703. return;
  78704. }
  78705. scene.loadingPluginName = plugin.name;
  78706. successHandler();
  78707. }
  78708. else {
  78709. var asyncedPlugin = plugin;
  78710. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78711. scene.loadingPluginName = plugin.name;
  78712. successHandler();
  78713. }).catch(function (error) {
  78714. errorHandler(error.message, error);
  78715. });
  78716. }
  78717. if (SceneLoader.ShowLoadingScreen) {
  78718. scene.executeWhenReady(function () {
  78719. scene.getEngine().hideLoadingUI();
  78720. });
  78721. }
  78722. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78723. };
  78724. /**
  78725. * Append a scene
  78726. * @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)
  78727. * @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)
  78728. * @param scene is the instance of BABYLON.Scene to append to
  78729. * @param onProgress a callback with a progress event for each file being loaded
  78730. * @param pluginExtension the extension used to determine the plugin
  78731. * @returns The given scene
  78732. */
  78733. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78734. if (sceneFilename === void 0) { sceneFilename = ""; }
  78735. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78736. if (onProgress === void 0) { onProgress = null; }
  78737. if (pluginExtension === void 0) { pluginExtension = null; }
  78738. return new Promise(function (resolve, reject) {
  78739. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78740. resolve(scene);
  78741. }, onProgress, function (scene, message, exception) {
  78742. reject(exception || new Error(message));
  78743. }, pluginExtension);
  78744. });
  78745. };
  78746. /**
  78747. * Load a scene into an asset container
  78748. * @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)
  78749. * @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)
  78750. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78751. * @param onSuccess a callback with the scene when import succeeds
  78752. * @param onProgress a callback with a progress event for each file being loaded
  78753. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78754. * @param pluginExtension the extension used to determine the plugin
  78755. * @returns The loaded plugin
  78756. */
  78757. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78758. if (sceneFilename === void 0) { sceneFilename = ""; }
  78759. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78760. if (onSuccess === void 0) { onSuccess = null; }
  78761. if (onProgress === void 0) { onProgress = null; }
  78762. if (onError === void 0) { onError = null; }
  78763. if (pluginExtension === void 0) { pluginExtension = null; }
  78764. if (!scene) {
  78765. BABYLON.Tools.Error("No scene available to load asset container to");
  78766. return null;
  78767. }
  78768. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78769. if (!fileInfo) {
  78770. return null;
  78771. }
  78772. var loadingToken = {};
  78773. scene._addPendingData(loadingToken);
  78774. var disposeHandler = function () {
  78775. scene._removePendingData(loadingToken);
  78776. };
  78777. var errorHandler = function (message, exception) {
  78778. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78779. if (onError) {
  78780. onError(scene, errorMessage, exception);
  78781. }
  78782. else {
  78783. BABYLON.Tools.Error(errorMessage);
  78784. // should the exception be thrown?
  78785. }
  78786. disposeHandler();
  78787. };
  78788. var progressHandler = onProgress ? function (event) {
  78789. try {
  78790. onProgress(event);
  78791. }
  78792. catch (e) {
  78793. errorHandler("Error in onProgress callback", e);
  78794. }
  78795. } : undefined;
  78796. var successHandler = function (assets) {
  78797. if (onSuccess) {
  78798. try {
  78799. onSuccess(assets);
  78800. }
  78801. catch (e) {
  78802. errorHandler("Error in onSuccess callback", e);
  78803. }
  78804. }
  78805. scene._removePendingData(loadingToken);
  78806. };
  78807. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78808. if (plugin.loadAssetContainer) {
  78809. var syncedPlugin = plugin;
  78810. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78811. if (!assetContainer) {
  78812. return;
  78813. }
  78814. scene.loadingPluginName = plugin.name;
  78815. successHandler(assetContainer);
  78816. }
  78817. else if (plugin.loadAssetContainerAsync) {
  78818. var asyncedPlugin = plugin;
  78819. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78820. scene.loadingPluginName = plugin.name;
  78821. successHandler(assetContainer);
  78822. }).catch(function (error) {
  78823. errorHandler(error.message, error);
  78824. });
  78825. }
  78826. else {
  78827. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78828. }
  78829. if (SceneLoader.ShowLoadingScreen) {
  78830. scene.executeWhenReady(function () {
  78831. scene.getEngine().hideLoadingUI();
  78832. });
  78833. }
  78834. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78835. };
  78836. /**
  78837. * Load a scene into an asset container
  78838. * @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)
  78839. * @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)
  78840. * @param scene is the instance of BABYLON.Scene to append to
  78841. * @param onProgress a callback with a progress event for each file being loaded
  78842. * @param pluginExtension the extension used to determine the plugin
  78843. * @returns The loaded asset container
  78844. */
  78845. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78846. if (sceneFilename === void 0) { sceneFilename = ""; }
  78847. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78848. if (onProgress === void 0) { onProgress = null; }
  78849. if (pluginExtension === void 0) { pluginExtension = null; }
  78850. return new Promise(function (resolve, reject) {
  78851. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78852. resolve(assetContainer);
  78853. }, onProgress, function (scene, message, exception) {
  78854. reject(exception || new Error(message));
  78855. }, pluginExtension);
  78856. });
  78857. };
  78858. // Flags
  78859. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78860. SceneLoader._ShowLoadingScreen = true;
  78861. SceneLoader._CleanBoneMatrixWeights = false;
  78862. /**
  78863. * No logging while loading
  78864. */
  78865. SceneLoader.NO_LOGGING = 0;
  78866. /**
  78867. * Minimal logging while loading
  78868. */
  78869. SceneLoader.MINIMAL_LOGGING = 1;
  78870. /**
  78871. * Summary logging while loading
  78872. */
  78873. SceneLoader.SUMMARY_LOGGING = 2;
  78874. /**
  78875. * Detailled logging while loading
  78876. */
  78877. SceneLoader.DETAILED_LOGGING = 3;
  78878. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78879. // Members
  78880. /**
  78881. * Event raised when a plugin is used to load a scene
  78882. */
  78883. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78884. SceneLoader._registeredPlugins = {};
  78885. return SceneLoader;
  78886. }());
  78887. BABYLON.SceneLoader = SceneLoader;
  78888. })(BABYLON || (BABYLON = {}));
  78889. //# sourceMappingURL=babylon.sceneLoader.js.map
  78890. var BABYLON;
  78891. (function (BABYLON) {
  78892. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78893. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78894. var parsedMaterial = parsedData.materials[index];
  78895. if (parsedMaterial.id === id) {
  78896. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78897. }
  78898. }
  78899. return null;
  78900. };
  78901. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78902. for (var i in names) {
  78903. if (mesh.name === names[i]) {
  78904. hierarchyIds.push(mesh.id);
  78905. return true;
  78906. }
  78907. }
  78908. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78909. hierarchyIds.push(mesh.id);
  78910. return true;
  78911. }
  78912. return false;
  78913. };
  78914. var logOperation = function (operation, producer) {
  78915. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78916. };
  78917. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78918. if (addToScene === void 0) { addToScene = false; }
  78919. var container = new BABYLON.AssetContainer(scene);
  78920. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78921. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78922. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78923. // and avoid problems with multiple concurrent .babylon loads.
  78924. var log = "importScene has failed JSON parse";
  78925. try {
  78926. var parsedData = JSON.parse(data);
  78927. log = "";
  78928. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78929. var index;
  78930. var cache;
  78931. // Lights
  78932. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78933. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78934. var parsedLight = parsedData.lights[index];
  78935. var light = BABYLON.Light.Parse(parsedLight, scene);
  78936. if (light) {
  78937. container.lights.push(light);
  78938. log += (index === 0 ? "\n\tLights:" : "");
  78939. log += "\n\t\t" + light.toString(fullDetails);
  78940. }
  78941. }
  78942. }
  78943. // Reflection probes
  78944. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78945. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78946. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78947. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78948. if (reflectionProbe) {
  78949. container.reflectionProbes.push(reflectionProbe);
  78950. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78951. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78952. }
  78953. }
  78954. }
  78955. // Animations
  78956. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78957. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78958. var parsedAnimation = parsedData.animations[index];
  78959. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78960. scene.animations.push(animation);
  78961. container.animations.push(animation);
  78962. log += (index === 0 ? "\n\tAnimations:" : "");
  78963. log += "\n\t\t" + animation.toString(fullDetails);
  78964. }
  78965. }
  78966. // Materials
  78967. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78968. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78969. var parsedMaterial = parsedData.materials[index];
  78970. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78971. container.materials.push(mat);
  78972. log += (index === 0 ? "\n\tMaterials:" : "");
  78973. log += "\n\t\t" + mat.toString(fullDetails);
  78974. }
  78975. }
  78976. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78977. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78978. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78979. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78980. container.multiMaterials.push(mmat);
  78981. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78982. log += "\n\t\t" + mmat.toString(fullDetails);
  78983. }
  78984. }
  78985. // Morph targets
  78986. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78987. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78988. var managerData = _a[_i];
  78989. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78990. }
  78991. }
  78992. // Skeletons
  78993. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78994. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78995. var parsedSkeleton = parsedData.skeletons[index];
  78996. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78997. container.skeletons.push(skeleton);
  78998. log += (index === 0 ? "\n\tSkeletons:" : "");
  78999. log += "\n\t\t" + skeleton.toString(fullDetails);
  79000. }
  79001. }
  79002. // Geometries
  79003. var geometries = parsedData.geometries;
  79004. if (geometries !== undefined && geometries !== null) {
  79005. var addedGeometry = new Array();
  79006. // Boxes
  79007. var boxes = geometries.boxes;
  79008. if (boxes !== undefined && boxes !== null) {
  79009. for (index = 0, cache = boxes.length; index < cache; index++) {
  79010. var parsedBox = boxes[index];
  79011. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79012. }
  79013. }
  79014. // Spheres
  79015. var spheres = geometries.spheres;
  79016. if (spheres !== undefined && spheres !== null) {
  79017. for (index = 0, cache = spheres.length; index < cache; index++) {
  79018. var parsedSphere = spheres[index];
  79019. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79020. }
  79021. }
  79022. // Cylinders
  79023. var cylinders = geometries.cylinders;
  79024. if (cylinders !== undefined && cylinders !== null) {
  79025. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79026. var parsedCylinder = cylinders[index];
  79027. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79028. }
  79029. }
  79030. // Toruses
  79031. var toruses = geometries.toruses;
  79032. if (toruses !== undefined && toruses !== null) {
  79033. for (index = 0, cache = toruses.length; index < cache; index++) {
  79034. var parsedTorus = toruses[index];
  79035. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79036. }
  79037. }
  79038. // Grounds
  79039. var grounds = geometries.grounds;
  79040. if (grounds !== undefined && grounds !== null) {
  79041. for (index = 0, cache = grounds.length; index < cache; index++) {
  79042. var parsedGround = grounds[index];
  79043. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79044. }
  79045. }
  79046. // Planes
  79047. var planes = geometries.planes;
  79048. if (planes !== undefined && planes !== null) {
  79049. for (index = 0, cache = planes.length; index < cache; index++) {
  79050. var parsedPlane = planes[index];
  79051. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79052. }
  79053. }
  79054. // TorusKnots
  79055. var torusKnots = geometries.torusKnots;
  79056. if (torusKnots !== undefined && torusKnots !== null) {
  79057. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79058. var parsedTorusKnot = torusKnots[index];
  79059. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79060. }
  79061. }
  79062. // VertexData
  79063. var vertexData = geometries.vertexData;
  79064. if (vertexData !== undefined && vertexData !== null) {
  79065. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79066. var parsedVertexData = vertexData[index];
  79067. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79068. }
  79069. }
  79070. addedGeometry.forEach(function (g) {
  79071. if (g) {
  79072. container.geometries.push(g);
  79073. }
  79074. });
  79075. }
  79076. // Transform nodes
  79077. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79078. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79079. var parsedTransformNode = parsedData.transformNodes[index];
  79080. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79081. container.transformNodes.push(node);
  79082. }
  79083. }
  79084. // Meshes
  79085. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79086. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79087. var parsedMesh = parsedData.meshes[index];
  79088. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79089. container.meshes.push(mesh);
  79090. log += (index === 0 ? "\n\tMeshes:" : "");
  79091. log += "\n\t\t" + mesh.toString(fullDetails);
  79092. }
  79093. }
  79094. // Cameras
  79095. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79096. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79097. var parsedCamera = parsedData.cameras[index];
  79098. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79099. container.cameras.push(camera);
  79100. log += (index === 0 ? "\n\tCameras:" : "");
  79101. log += "\n\t\t" + camera.toString(fullDetails);
  79102. }
  79103. }
  79104. // Animation Groups
  79105. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79106. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79107. var parsedAnimationGroup = parsedData.animationGroups[index];
  79108. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79109. container.animationGroups.push(animationGroup);
  79110. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79111. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79112. }
  79113. }
  79114. // Browsing all the graph to connect the dots
  79115. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79116. var camera = scene.cameras[index];
  79117. if (camera._waitingParentId) {
  79118. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79119. camera._waitingParentId = null;
  79120. }
  79121. }
  79122. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79123. var light_1 = scene.lights[index];
  79124. if (light_1 && light_1._waitingParentId) {
  79125. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79126. light_1._waitingParentId = null;
  79127. }
  79128. }
  79129. // Connect parents & children and parse actions
  79130. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79131. var transformNode = scene.transformNodes[index];
  79132. if (transformNode._waitingParentId) {
  79133. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79134. transformNode._waitingParentId = null;
  79135. }
  79136. }
  79137. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79138. var mesh = scene.meshes[index];
  79139. if (mesh._waitingParentId) {
  79140. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79141. mesh._waitingParentId = null;
  79142. }
  79143. }
  79144. // freeze world matrix application
  79145. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79146. var currentMesh = scene.meshes[index];
  79147. if (currentMesh._waitingFreezeWorldMatrix) {
  79148. currentMesh.freezeWorldMatrix();
  79149. currentMesh._waitingFreezeWorldMatrix = null;
  79150. }
  79151. else {
  79152. currentMesh.computeWorldMatrix(true);
  79153. }
  79154. }
  79155. // Lights exclusions / inclusions
  79156. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79157. var light_2 = scene.lights[index];
  79158. // Excluded check
  79159. if (light_2._excludedMeshesIds.length > 0) {
  79160. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79161. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79162. if (excludedMesh) {
  79163. light_2.excludedMeshes.push(excludedMesh);
  79164. }
  79165. }
  79166. light_2._excludedMeshesIds = [];
  79167. }
  79168. // Included check
  79169. if (light_2._includedOnlyMeshesIds.length > 0) {
  79170. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79171. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79172. if (includedOnlyMesh) {
  79173. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79174. }
  79175. }
  79176. light_2._includedOnlyMeshesIds = [];
  79177. }
  79178. }
  79179. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79180. // Actions (scene) Done last as it can access other objects.
  79181. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79182. var mesh = scene.meshes[index];
  79183. if (mesh._waitingActions) {
  79184. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79185. mesh._waitingActions = null;
  79186. }
  79187. }
  79188. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79189. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79190. }
  79191. if (!addToScene) {
  79192. container.removeAllFromScene();
  79193. }
  79194. }
  79195. catch (err) {
  79196. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79197. if (onError) {
  79198. onError(msg, err);
  79199. }
  79200. else {
  79201. BABYLON.Tools.Log(msg);
  79202. throw err;
  79203. }
  79204. }
  79205. finally {
  79206. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79207. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79208. }
  79209. }
  79210. return container;
  79211. };
  79212. BABYLON.SceneLoader.RegisterPlugin({
  79213. name: "babylon.js",
  79214. extensions: ".babylon",
  79215. canDirectLoad: function (data) {
  79216. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79217. return true;
  79218. }
  79219. return false;
  79220. },
  79221. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79222. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79223. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79224. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79225. // and avoid problems with multiple concurrent .babylon loads.
  79226. var log = "importMesh has failed JSON parse";
  79227. try {
  79228. var parsedData = JSON.parse(data);
  79229. log = "";
  79230. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79231. if (!meshesNames) {
  79232. meshesNames = null;
  79233. }
  79234. else if (!Array.isArray(meshesNames)) {
  79235. meshesNames = [meshesNames];
  79236. }
  79237. var hierarchyIds = new Array();
  79238. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79239. var loadedSkeletonsIds = [];
  79240. var loadedMaterialsIds = [];
  79241. var index;
  79242. var cache;
  79243. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79244. var parsedMesh = parsedData.meshes[index];
  79245. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79246. if (meshesNames !== null) {
  79247. // Remove found mesh name from list.
  79248. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79249. }
  79250. //Geometry?
  79251. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79252. //does the file contain geometries?
  79253. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79254. //find the correct geometry and add it to the scene
  79255. var found = false;
  79256. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79257. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79258. return;
  79259. }
  79260. else {
  79261. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79262. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79263. switch (geometryType) {
  79264. case "boxes":
  79265. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79266. break;
  79267. case "spheres":
  79268. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79269. break;
  79270. case "cylinders":
  79271. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79272. break;
  79273. case "toruses":
  79274. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79275. break;
  79276. case "grounds":
  79277. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79278. break;
  79279. case "planes":
  79280. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79281. break;
  79282. case "torusKnots":
  79283. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79284. break;
  79285. case "vertexData":
  79286. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79287. break;
  79288. }
  79289. found = true;
  79290. }
  79291. });
  79292. }
  79293. });
  79294. if (found === false) {
  79295. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79296. }
  79297. }
  79298. }
  79299. // Material ?
  79300. if (parsedMesh.materialId) {
  79301. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79302. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79303. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79304. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79305. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79306. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79307. var subMatId = parsedMultiMaterial.materials[matIndex];
  79308. loadedMaterialsIds.push(subMatId);
  79309. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79310. if (mat) {
  79311. log += "\n\tMaterial " + mat.toString(fullDetails);
  79312. }
  79313. }
  79314. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79315. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79316. if (mmat) {
  79317. materialFound = true;
  79318. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79319. }
  79320. break;
  79321. }
  79322. }
  79323. }
  79324. if (materialFound === false) {
  79325. loadedMaterialsIds.push(parsedMesh.materialId);
  79326. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79327. if (!mat) {
  79328. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79329. }
  79330. else {
  79331. log += "\n\tMaterial " + mat.toString(fullDetails);
  79332. }
  79333. }
  79334. }
  79335. // Skeleton ?
  79336. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79337. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79338. if (skeletonAlreadyLoaded === false) {
  79339. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79340. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79341. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79342. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79343. skeletons.push(skeleton);
  79344. loadedSkeletonsIds.push(parsedSkeleton.id);
  79345. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79346. }
  79347. }
  79348. }
  79349. }
  79350. // Morph targets ?
  79351. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79352. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79353. var managerData = _a[_i];
  79354. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79355. }
  79356. }
  79357. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79358. meshes.push(mesh);
  79359. log += "\n\tMesh " + mesh.toString(fullDetails);
  79360. }
  79361. }
  79362. // Connecting parents
  79363. var currentMesh;
  79364. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79365. currentMesh = scene.meshes[index];
  79366. if (currentMesh._waitingParentId) {
  79367. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79368. currentMesh._waitingParentId = null;
  79369. }
  79370. }
  79371. // freeze and compute world matrix application
  79372. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79373. currentMesh = scene.meshes[index];
  79374. if (currentMesh._waitingFreezeWorldMatrix) {
  79375. currentMesh.freezeWorldMatrix();
  79376. currentMesh._waitingFreezeWorldMatrix = null;
  79377. }
  79378. else {
  79379. currentMesh.computeWorldMatrix(true);
  79380. }
  79381. }
  79382. }
  79383. // Particles
  79384. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79385. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79386. if (parser) {
  79387. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79388. var parsedParticleSystem = parsedData.particleSystems[index];
  79389. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79390. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79391. }
  79392. }
  79393. }
  79394. }
  79395. return true;
  79396. }
  79397. catch (err) {
  79398. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79399. if (onError) {
  79400. onError(msg, err);
  79401. }
  79402. else {
  79403. BABYLON.Tools.Log(msg);
  79404. throw err;
  79405. }
  79406. }
  79407. finally {
  79408. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79409. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79410. }
  79411. }
  79412. return false;
  79413. },
  79414. load: function (scene, data, rootUrl, onError) {
  79415. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79416. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79417. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79418. // and avoid problems with multiple concurrent .babylon loads.
  79419. var log = "importScene has failed JSON parse";
  79420. try {
  79421. var parsedData = JSON.parse(data);
  79422. log = "";
  79423. // Scene
  79424. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79425. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79426. }
  79427. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79428. scene.autoClear = parsedData.autoClear;
  79429. }
  79430. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79431. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79432. }
  79433. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79434. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79435. }
  79436. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79437. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79438. }
  79439. // Fog
  79440. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79441. scene.fogMode = parsedData.fogMode;
  79442. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79443. scene.fogStart = parsedData.fogStart;
  79444. scene.fogEnd = parsedData.fogEnd;
  79445. scene.fogDensity = parsedData.fogDensity;
  79446. log += "\tFog mode for scene: ";
  79447. switch (scene.fogMode) {
  79448. // getters not compiling, so using hardcoded
  79449. case 1:
  79450. log += "exp\n";
  79451. break;
  79452. case 2:
  79453. log += "exp2\n";
  79454. break;
  79455. case 3:
  79456. log += "linear\n";
  79457. break;
  79458. }
  79459. }
  79460. //Physics
  79461. if (parsedData.physicsEnabled) {
  79462. var physicsPlugin;
  79463. if (parsedData.physicsEngine === "cannon") {
  79464. physicsPlugin = new BABYLON.CannonJSPlugin();
  79465. }
  79466. else if (parsedData.physicsEngine === "oimo") {
  79467. physicsPlugin = new BABYLON.OimoJSPlugin();
  79468. }
  79469. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79470. //else - default engine, which is currently oimo
  79471. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79472. scene.enablePhysics(physicsGravity, physicsPlugin);
  79473. }
  79474. // Metadata
  79475. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79476. scene.metadata = parsedData.metadata;
  79477. }
  79478. //collisions, if defined. otherwise, default is true
  79479. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79480. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79481. }
  79482. scene.workerCollisions = !!parsedData.workerCollisions;
  79483. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79484. if (!container) {
  79485. return false;
  79486. }
  79487. if (parsedData.autoAnimate) {
  79488. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79489. }
  79490. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79491. scene.setActiveCameraByID(parsedData.activeCameraID);
  79492. }
  79493. // Environment texture
  79494. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79495. // PBR needed for both HDR texture (gamma space) & a sky box
  79496. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79497. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79498. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79499. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79500. if (parsedData.environmentTextureRotationY) {
  79501. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79502. }
  79503. scene.environmentTexture = hdrTexture;
  79504. }
  79505. else {
  79506. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79507. if (parsedData.environmentTextureRotationY) {
  79508. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79509. }
  79510. scene.environmentTexture = cubeTexture;
  79511. }
  79512. if (parsedData.createDefaultSkybox === true) {
  79513. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79514. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79515. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79516. }
  79517. }
  79518. // Finish
  79519. return true;
  79520. }
  79521. catch (err) {
  79522. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79523. if (onError) {
  79524. onError(msg, err);
  79525. }
  79526. else {
  79527. BABYLON.Tools.Log(msg);
  79528. throw err;
  79529. }
  79530. }
  79531. finally {
  79532. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79533. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79534. }
  79535. }
  79536. return false;
  79537. },
  79538. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79539. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79540. return container;
  79541. }
  79542. });
  79543. })(BABYLON || (BABYLON = {}));
  79544. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79545. var BABYLON;
  79546. (function (BABYLON) {
  79547. /**
  79548. * Class used to help managing file picking and drag'n'drop
  79549. */
  79550. var FilesInput = /** @class */ (function () {
  79551. /**
  79552. * Creates a new FilesInput
  79553. * @param engine defines the rendering engine
  79554. * @param scene defines the hosting scene
  79555. * @param sceneLoadedCallback callback called when scene is loaded
  79556. * @param progressCallback callback called to track progress
  79557. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79558. * @param textureLoadingCallback callback called when a texture is loading
  79559. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79560. * @param onReloadCallback callback called when a reload is requested
  79561. * @param errorCallback callback call if an error occurs
  79562. */
  79563. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79564. /**
  79565. * Callback called when a file is processed
  79566. */
  79567. this.onProcessFileCallback = function () { return true; };
  79568. this._engine = engine;
  79569. this._currentScene = scene;
  79570. this._sceneLoadedCallback = sceneLoadedCallback;
  79571. this._progressCallback = progressCallback;
  79572. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79573. this._textureLoadingCallback = textureLoadingCallback;
  79574. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79575. this._onReloadCallback = onReloadCallback;
  79576. this._errorCallback = errorCallback;
  79577. }
  79578. /**
  79579. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79580. * @param elementToMonitor defines the DOM element to track
  79581. */
  79582. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79583. var _this = this;
  79584. if (elementToMonitor) {
  79585. this._elementToMonitor = elementToMonitor;
  79586. this._dragEnterHandler = function (e) { _this.drag(e); };
  79587. this._dragOverHandler = function (e) { _this.drag(e); };
  79588. this._dropHandler = function (e) { _this.drop(e); };
  79589. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79590. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79591. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79592. }
  79593. };
  79594. /**
  79595. * Release all associated resources
  79596. */
  79597. FilesInput.prototype.dispose = function () {
  79598. if (!this._elementToMonitor) {
  79599. return;
  79600. }
  79601. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79602. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79603. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79604. };
  79605. FilesInput.prototype.renderFunction = function () {
  79606. if (this._additionalRenderLoopLogicCallback) {
  79607. this._additionalRenderLoopLogicCallback();
  79608. }
  79609. if (this._currentScene) {
  79610. if (this._textureLoadingCallback) {
  79611. var remaining = this._currentScene.getWaitingItemsCount();
  79612. if (remaining > 0) {
  79613. this._textureLoadingCallback(remaining);
  79614. }
  79615. }
  79616. this._currentScene.render();
  79617. }
  79618. };
  79619. FilesInput.prototype.drag = function (e) {
  79620. e.stopPropagation();
  79621. e.preventDefault();
  79622. };
  79623. FilesInput.prototype.drop = function (eventDrop) {
  79624. eventDrop.stopPropagation();
  79625. eventDrop.preventDefault();
  79626. this.loadFiles(eventDrop);
  79627. };
  79628. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79629. var _this = this;
  79630. var reader = folder.createReader();
  79631. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79632. reader.readEntries(function (entries) {
  79633. remaining.count += entries.length;
  79634. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79635. var entry = entries_1[_i];
  79636. if (entry.isFile) {
  79637. entry.file(function (file) {
  79638. file.correctName = relativePath + file.name;
  79639. files.push(file);
  79640. if (--remaining.count === 0) {
  79641. callback();
  79642. }
  79643. });
  79644. }
  79645. else if (entry.isDirectory) {
  79646. _this._traverseFolder(entry, files, remaining, callback);
  79647. }
  79648. }
  79649. if (--remaining.count) {
  79650. callback();
  79651. }
  79652. });
  79653. };
  79654. FilesInput.prototype._processFiles = function (files) {
  79655. for (var i = 0; i < files.length; i++) {
  79656. var name = files[i].correctName.toLowerCase();
  79657. var extension = name.split('.').pop();
  79658. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79659. continue;
  79660. }
  79661. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79662. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79663. this._sceneFileToLoad = files[i];
  79664. }
  79665. FilesInput.FilesToLoad[name] = files[i];
  79666. }
  79667. };
  79668. /**
  79669. * Load files from a drop event
  79670. * @param event defines the drop event to use as source
  79671. */
  79672. FilesInput.prototype.loadFiles = function (event) {
  79673. var _this = this;
  79674. // Handling data transfer via drag'n'drop
  79675. if (event && event.dataTransfer && event.dataTransfer.files) {
  79676. this._filesToLoad = event.dataTransfer.files;
  79677. }
  79678. // Handling files from input files
  79679. if (event && event.target && event.target.files) {
  79680. this._filesToLoad = event.target.files;
  79681. }
  79682. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79683. return;
  79684. }
  79685. if (this._startingProcessingFilesCallback) {
  79686. this._startingProcessingFilesCallback(this._filesToLoad);
  79687. }
  79688. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79689. var files_1 = new Array();
  79690. var folders = [];
  79691. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79692. for (var i = 0; i < this._filesToLoad.length; i++) {
  79693. var fileToLoad = this._filesToLoad[i];
  79694. var name_1 = fileToLoad.name.toLowerCase();
  79695. var entry = void 0;
  79696. fileToLoad.correctName = name_1;
  79697. if (items) {
  79698. var item = items[i];
  79699. if (item.getAsEntry) {
  79700. entry = item.getAsEntry();
  79701. }
  79702. else if (item.webkitGetAsEntry) {
  79703. entry = item.webkitGetAsEntry();
  79704. }
  79705. }
  79706. if (!entry) {
  79707. files_1.push(fileToLoad);
  79708. }
  79709. else {
  79710. if (entry.isDirectory) {
  79711. folders.push(entry);
  79712. }
  79713. else {
  79714. files_1.push(fileToLoad);
  79715. }
  79716. }
  79717. }
  79718. if (folders.length === 0) {
  79719. this._processFiles(files_1);
  79720. this._processReload();
  79721. }
  79722. else {
  79723. var remaining = { count: folders.length };
  79724. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79725. var folder = folders_1[_i];
  79726. this._traverseFolder(folder, files_1, remaining, function () {
  79727. _this._processFiles(files_1);
  79728. if (remaining.count === 0) {
  79729. _this._processReload();
  79730. }
  79731. });
  79732. }
  79733. }
  79734. }
  79735. };
  79736. FilesInput.prototype._processReload = function () {
  79737. if (this._onReloadCallback) {
  79738. this._onReloadCallback(this._sceneFileToLoad);
  79739. }
  79740. else {
  79741. this.reload();
  79742. }
  79743. };
  79744. /**
  79745. * Reload the current scene from the loaded files
  79746. */
  79747. FilesInput.prototype.reload = function () {
  79748. var _this = this;
  79749. // If a scene file has been provided
  79750. if (this._sceneFileToLoad) {
  79751. if (this._currentScene) {
  79752. if (BABYLON.Tools.errorsCount > 0) {
  79753. BABYLON.Tools.ClearLogCache();
  79754. }
  79755. this._engine.stopRenderLoop();
  79756. }
  79757. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79758. if (_this._progressCallback) {
  79759. _this._progressCallback(progress);
  79760. }
  79761. }).then(function (scene) {
  79762. if (_this._currentScene) {
  79763. _this._currentScene.dispose();
  79764. }
  79765. _this._currentScene = scene;
  79766. if (_this._sceneLoadedCallback) {
  79767. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79768. }
  79769. // Wait for textures and shaders to be ready
  79770. _this._currentScene.executeWhenReady(function () {
  79771. _this._engine.runRenderLoop(function () {
  79772. _this.renderFunction();
  79773. });
  79774. });
  79775. }).catch(function (error) {
  79776. if (_this._errorCallback) {
  79777. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79778. }
  79779. });
  79780. }
  79781. else {
  79782. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79783. }
  79784. };
  79785. /**
  79786. * List of files ready to be loaded
  79787. */
  79788. FilesInput.FilesToLoad = {};
  79789. return FilesInput;
  79790. }());
  79791. BABYLON.FilesInput = FilesInput;
  79792. })(BABYLON || (BABYLON = {}));
  79793. //# sourceMappingURL=babylon.filesInput.js.map
  79794. var BABYLON;
  79795. (function (BABYLON) {
  79796. /**
  79797. * Class used to store custom tags
  79798. */
  79799. var Tags = /** @class */ (function () {
  79800. function Tags() {
  79801. }
  79802. /**
  79803. * Adds support for tags on the given object
  79804. * @param obj defines the object to use
  79805. */
  79806. Tags.EnableFor = function (obj) {
  79807. obj._tags = obj._tags || {};
  79808. obj.hasTags = function () {
  79809. return Tags.HasTags(obj);
  79810. };
  79811. obj.addTags = function (tagsString) {
  79812. return Tags.AddTagsTo(obj, tagsString);
  79813. };
  79814. obj.removeTags = function (tagsString) {
  79815. return Tags.RemoveTagsFrom(obj, tagsString);
  79816. };
  79817. obj.matchesTagsQuery = function (tagsQuery) {
  79818. return Tags.MatchesQuery(obj, tagsQuery);
  79819. };
  79820. };
  79821. /**
  79822. * Removes tags support
  79823. * @param obj defines the object to use
  79824. */
  79825. Tags.DisableFor = function (obj) {
  79826. delete obj._tags;
  79827. delete obj.hasTags;
  79828. delete obj.addTags;
  79829. delete obj.removeTags;
  79830. delete obj.matchesTagsQuery;
  79831. };
  79832. /**
  79833. * Gets a boolean indicating if the given object has tags
  79834. * @param obj defines the object to use
  79835. * @returns a boolean
  79836. */
  79837. Tags.HasTags = function (obj) {
  79838. if (!obj._tags) {
  79839. return false;
  79840. }
  79841. return !BABYLON.Tools.IsEmpty(obj._tags);
  79842. };
  79843. /**
  79844. * Gets the tags available on a given object
  79845. * @param obj defines the object to use
  79846. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79847. * @returns the tags
  79848. */
  79849. Tags.GetTags = function (obj, asString) {
  79850. if (asString === void 0) { asString = true; }
  79851. if (!obj._tags) {
  79852. return null;
  79853. }
  79854. if (asString) {
  79855. var tagsArray = [];
  79856. for (var tag in obj._tags) {
  79857. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79858. tagsArray.push(tag);
  79859. }
  79860. }
  79861. return tagsArray.join(" ");
  79862. }
  79863. else {
  79864. return obj._tags;
  79865. }
  79866. };
  79867. /**
  79868. * Adds tags to an object
  79869. * @param obj defines the object to use
  79870. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79871. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79872. */
  79873. Tags.AddTagsTo = function (obj, tagsString) {
  79874. if (!tagsString) {
  79875. return;
  79876. }
  79877. if (typeof tagsString !== "string") {
  79878. return;
  79879. }
  79880. var tags = tagsString.split(" ");
  79881. tags.forEach(function (tag, index, array) {
  79882. Tags._AddTagTo(obj, tag);
  79883. });
  79884. };
  79885. /**
  79886. * @hidden
  79887. */
  79888. Tags._AddTagTo = function (obj, tag) {
  79889. tag = tag.trim();
  79890. if (tag === "" || tag === "true" || tag === "false") {
  79891. return;
  79892. }
  79893. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79894. return;
  79895. }
  79896. Tags.EnableFor(obj);
  79897. obj._tags[tag] = true;
  79898. };
  79899. /**
  79900. * Removes specific tags from a specific object
  79901. * @param obj defines the object to use
  79902. * @param tagsString defines the tags to remove
  79903. */
  79904. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79905. if (!Tags.HasTags(obj)) {
  79906. return;
  79907. }
  79908. var tags = tagsString.split(" ");
  79909. for (var t in tags) {
  79910. Tags._RemoveTagFrom(obj, tags[t]);
  79911. }
  79912. };
  79913. /**
  79914. * @hidden
  79915. */
  79916. Tags._RemoveTagFrom = function (obj, tag) {
  79917. delete obj._tags[tag];
  79918. };
  79919. /**
  79920. * Defines if tags hosted on an object match a given query
  79921. * @param obj defines the object to use
  79922. * @param tagsQuery defines the tag query
  79923. * @returns a boolean
  79924. */
  79925. Tags.MatchesQuery = function (obj, tagsQuery) {
  79926. if (tagsQuery === undefined) {
  79927. return true;
  79928. }
  79929. if (tagsQuery === "") {
  79930. return Tags.HasTags(obj);
  79931. }
  79932. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79933. };
  79934. return Tags;
  79935. }());
  79936. BABYLON.Tags = Tags;
  79937. })(BABYLON || (BABYLON = {}));
  79938. //# sourceMappingURL=babylon.tags.js.map
  79939. var BABYLON;
  79940. (function (BABYLON) {
  79941. /**
  79942. * Class used to evalaute queries containing `and` and `or` operators
  79943. */
  79944. var AndOrNotEvaluator = /** @class */ (function () {
  79945. function AndOrNotEvaluator() {
  79946. }
  79947. /**
  79948. * Evaluate a query
  79949. * @param query defines the query to evaluate
  79950. * @param evaluateCallback defines the callback used to filter result
  79951. * @returns true if the query matches
  79952. */
  79953. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79954. if (!query.match(/\([^\(\)]*\)/g)) {
  79955. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79956. }
  79957. else {
  79958. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79959. // remove parenthesis
  79960. r = r.slice(1, r.length - 1);
  79961. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79962. });
  79963. }
  79964. if (query === "true") {
  79965. return true;
  79966. }
  79967. if (query === "false") {
  79968. return false;
  79969. }
  79970. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79971. };
  79972. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79973. evaluateCallback = evaluateCallback || (function (r) {
  79974. return r === "true" ? true : false;
  79975. });
  79976. var result;
  79977. var or = parenthesisContent.split("||");
  79978. for (var i in or) {
  79979. if (or.hasOwnProperty(i)) {
  79980. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79981. var and = ori.split("&&");
  79982. if (and.length > 1) {
  79983. for (var j = 0; j < and.length; ++j) {
  79984. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79985. if (andj !== "true" && andj !== "false") {
  79986. if (andj[0] === "!") {
  79987. result = !evaluateCallback(andj.substring(1));
  79988. }
  79989. else {
  79990. result = evaluateCallback(andj);
  79991. }
  79992. }
  79993. else {
  79994. result = andj === "true" ? true : false;
  79995. }
  79996. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79997. ori = "false";
  79998. break;
  79999. }
  80000. }
  80001. }
  80002. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80003. result = true;
  80004. break;
  80005. }
  80006. // result equals false (or undefined)
  80007. if (ori !== "true" && ori !== "false") {
  80008. if (ori[0] === "!") {
  80009. result = !evaluateCallback(ori.substring(1));
  80010. }
  80011. else {
  80012. result = evaluateCallback(ori);
  80013. }
  80014. }
  80015. else {
  80016. result = ori === "true" ? true : false;
  80017. }
  80018. }
  80019. }
  80020. // the whole parenthesis scope is replaced by 'true' or 'false'
  80021. return result ? "true" : "false";
  80022. };
  80023. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80024. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80025. // remove whitespaces
  80026. r = r.replace(/[\s]/g, function () { return ""; });
  80027. return r.length % 2 ? "!" : "";
  80028. });
  80029. booleanString = booleanString.trim();
  80030. if (booleanString === "!true") {
  80031. booleanString = "false";
  80032. }
  80033. else if (booleanString === "!false") {
  80034. booleanString = "true";
  80035. }
  80036. return booleanString;
  80037. };
  80038. return AndOrNotEvaluator;
  80039. }());
  80040. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80041. })(BABYLON || (BABYLON = {}));
  80042. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80043. var BABYLON;
  80044. (function (BABYLON) {
  80045. // Sets the default offline provider to Babylon.js
  80046. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80047. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80048. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80049. };
  80050. /**
  80051. * Class used to enable access to IndexedDB
  80052. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80053. */
  80054. var Database = /** @class */ (function () {
  80055. /**
  80056. * Creates a new Database
  80057. * @param urlToScene defines the url to load the scene
  80058. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80059. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80060. */
  80061. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80062. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80063. var _this = this;
  80064. // Handling various flavors of prefixed version of IndexedDB
  80065. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80066. this._callbackManifestChecked = callbackManifestChecked;
  80067. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80068. this._db = null;
  80069. this._enableSceneOffline = false;
  80070. this._enableTexturesOffline = false;
  80071. this._manifestVersionFound = 0;
  80072. this._mustUpdateRessources = false;
  80073. this._hasReachedQuota = false;
  80074. if (!Database.IDBStorageEnabled) {
  80075. this._callbackManifestChecked(true);
  80076. }
  80077. else {
  80078. if (disableManifestCheck) {
  80079. this._enableSceneOffline = true;
  80080. this._enableTexturesOffline = true;
  80081. this._manifestVersionFound = 1;
  80082. BABYLON.Tools.SetImmediate(function () {
  80083. _this._callbackManifestChecked(true);
  80084. });
  80085. }
  80086. else {
  80087. this._checkManifestFile();
  80088. }
  80089. }
  80090. }
  80091. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80092. /**
  80093. * Gets a boolean indicating if scene must be saved in the database
  80094. */
  80095. get: function () {
  80096. return this._enableSceneOffline;
  80097. },
  80098. enumerable: true,
  80099. configurable: true
  80100. });
  80101. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80102. /**
  80103. * Gets a boolean indicating if textures must be saved in the database
  80104. */
  80105. get: function () {
  80106. return this._enableTexturesOffline;
  80107. },
  80108. enumerable: true,
  80109. configurable: true
  80110. });
  80111. Database.prototype._checkManifestFile = function () {
  80112. var _this = this;
  80113. var noManifestFile = function () {
  80114. _this._enableSceneOffline = false;
  80115. _this._enableTexturesOffline = false;
  80116. _this._callbackManifestChecked(false);
  80117. };
  80118. var timeStampUsed = false;
  80119. var manifestURL = this._currentSceneUrl + ".manifest";
  80120. var xhr = new XMLHttpRequest();
  80121. if (navigator.onLine) {
  80122. // Adding a timestamp to by-pass browsers' cache
  80123. timeStampUsed = true;
  80124. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80125. }
  80126. xhr.open("GET", manifestURL, true);
  80127. xhr.addEventListener("load", function () {
  80128. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80129. try {
  80130. var manifestFile = JSON.parse(xhr.response);
  80131. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80132. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80133. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80134. _this._manifestVersionFound = manifestFile.version;
  80135. }
  80136. if (_this._callbackManifestChecked) {
  80137. _this._callbackManifestChecked(true);
  80138. }
  80139. }
  80140. catch (ex) {
  80141. noManifestFile();
  80142. }
  80143. }
  80144. else {
  80145. noManifestFile();
  80146. }
  80147. }, false);
  80148. xhr.addEventListener("error", function (event) {
  80149. if (timeStampUsed) {
  80150. timeStampUsed = false;
  80151. // Let's retry without the timeStamp
  80152. // It could fail when coupled with HTML5 Offline API
  80153. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80154. xhr.open("GET", retryManifestURL, true);
  80155. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80156. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80157. }
  80158. xhr.send();
  80159. }
  80160. else {
  80161. noManifestFile();
  80162. }
  80163. }, false);
  80164. try {
  80165. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80166. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80167. }
  80168. xhr.send();
  80169. }
  80170. catch (ex) {
  80171. BABYLON.Tools.Error("Error on XHR send request.");
  80172. this._callbackManifestChecked(false);
  80173. }
  80174. };
  80175. /**
  80176. * Open the database and make it available
  80177. * @param successCallback defines the callback to call on success
  80178. * @param errorCallback defines the callback to call on error
  80179. */
  80180. Database.prototype.open = function (successCallback, errorCallback) {
  80181. var _this = this;
  80182. var handleError = function () {
  80183. _this._isSupported = false;
  80184. if (errorCallback) {
  80185. errorCallback();
  80186. }
  80187. };
  80188. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80189. // Your browser doesn't support IndexedDB
  80190. this._isSupported = false;
  80191. if (errorCallback) {
  80192. errorCallback();
  80193. }
  80194. }
  80195. else {
  80196. // If the DB hasn't been opened or created yet
  80197. if (!this._db) {
  80198. this._hasReachedQuota = false;
  80199. this._isSupported = true;
  80200. var request = this._idbFactory.open("babylonjs", 1);
  80201. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80202. request.onerror = function (event) {
  80203. handleError();
  80204. };
  80205. // executes when a version change transaction cannot complete due to other active transactions
  80206. request.onblocked = function (event) {
  80207. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80208. handleError();
  80209. };
  80210. // DB has been opened successfully
  80211. request.onsuccess = function (event) {
  80212. _this._db = request.result;
  80213. successCallback();
  80214. };
  80215. // Initialization of the DB. Creating Scenes & Textures stores
  80216. request.onupgradeneeded = function (event) {
  80217. _this._db = (event.target).result;
  80218. if (_this._db) {
  80219. try {
  80220. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80221. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80222. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80223. }
  80224. catch (ex) {
  80225. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80226. handleError();
  80227. }
  80228. }
  80229. };
  80230. }
  80231. // DB has already been created and opened
  80232. else {
  80233. if (successCallback) {
  80234. successCallback();
  80235. }
  80236. }
  80237. }
  80238. };
  80239. /**
  80240. * Loads an image from the database
  80241. * @param url defines the url to load from
  80242. * @param image defines the target DOM image
  80243. */
  80244. Database.prototype.loadImage = function (url, image) {
  80245. var _this = this;
  80246. var completeURL = Database._ReturnFullUrlLocation(url);
  80247. var saveAndLoadImage = function () {
  80248. if (!_this._hasReachedQuota && _this._db !== null) {
  80249. // the texture is not yet in the DB, let's try to save it
  80250. _this._saveImageIntoDBAsync(completeURL, image);
  80251. }
  80252. // If the texture is not in the DB and we've reached the DB quota limit
  80253. // let's load it directly from the web
  80254. else {
  80255. image.src = url;
  80256. }
  80257. };
  80258. if (!this._mustUpdateRessources) {
  80259. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80260. }
  80261. // First time we're download the images or update requested in the manifest file by a version change
  80262. else {
  80263. saveAndLoadImage();
  80264. }
  80265. };
  80266. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80267. if (this._isSupported && this._db !== null) {
  80268. var texture;
  80269. var transaction = this._db.transaction(["textures"]);
  80270. transaction.onabort = function (event) {
  80271. image.src = url;
  80272. };
  80273. transaction.oncomplete = function (event) {
  80274. var blobTextureURL;
  80275. if (texture) {
  80276. var URL = window.URL || window.webkitURL;
  80277. blobTextureURL = URL.createObjectURL(texture.data);
  80278. image.onerror = function () {
  80279. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80280. image.src = url;
  80281. };
  80282. image.src = blobTextureURL;
  80283. }
  80284. else {
  80285. notInDBCallback();
  80286. }
  80287. };
  80288. var getRequest = transaction.objectStore("textures").get(url);
  80289. getRequest.onsuccess = function (event) {
  80290. texture = (event.target).result;
  80291. };
  80292. getRequest.onerror = function (event) {
  80293. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80294. image.src = url;
  80295. };
  80296. }
  80297. else {
  80298. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80299. image.src = url;
  80300. }
  80301. };
  80302. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80303. var _this = this;
  80304. if (this._isSupported) {
  80305. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80306. var generateBlobUrl = function () {
  80307. var blobTextureURL;
  80308. if (blob) {
  80309. var URL = window.URL || window.webkitURL;
  80310. try {
  80311. blobTextureURL = URL.createObjectURL(blob);
  80312. }
  80313. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80314. catch (ex) {
  80315. blobTextureURL = URL.createObjectURL(blob);
  80316. }
  80317. }
  80318. if (blobTextureURL) {
  80319. image.src = blobTextureURL;
  80320. }
  80321. };
  80322. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80323. var xhr = new XMLHttpRequest(), blob;
  80324. xhr.open("GET", url, true);
  80325. xhr.responseType = "blob";
  80326. xhr.addEventListener("load", function () {
  80327. if (xhr.status === 200 && _this._db) {
  80328. // Blob as response (XHR2)
  80329. blob = xhr.response;
  80330. var transaction = _this._db.transaction(["textures"], "readwrite");
  80331. // the transaction could abort because of a QuotaExceededError error
  80332. transaction.onabort = function (event) {
  80333. try {
  80334. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80335. var srcElement = (event.srcElement || event.target);
  80336. var error = srcElement.error;
  80337. if (error && error.name === "QuotaExceededError") {
  80338. _this._hasReachedQuota = true;
  80339. }
  80340. }
  80341. catch (ex) { }
  80342. generateBlobUrl();
  80343. };
  80344. transaction.oncomplete = function (event) {
  80345. generateBlobUrl();
  80346. };
  80347. var newTexture = { textureUrl: url, data: blob };
  80348. try {
  80349. // Put the blob into the dabase
  80350. var addRequest = transaction.objectStore("textures").put(newTexture);
  80351. addRequest.onsuccess = function (event) {
  80352. };
  80353. addRequest.onerror = function (event) {
  80354. generateBlobUrl();
  80355. };
  80356. }
  80357. catch (ex) {
  80358. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80359. if (ex.code === 25) {
  80360. Database.IsUASupportingBlobStorage = false;
  80361. _this._enableTexturesOffline = false;
  80362. }
  80363. image.src = url;
  80364. }
  80365. }
  80366. else {
  80367. image.src = url;
  80368. }
  80369. }, false);
  80370. xhr.addEventListener("error", function (event) {
  80371. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80372. image.src = url;
  80373. }, false);
  80374. if (BABYLON.Tools.CustomRequestHeaders) {
  80375. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80376. }
  80377. xhr.send();
  80378. }
  80379. else {
  80380. image.src = url;
  80381. }
  80382. }
  80383. else {
  80384. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80385. image.src = url;
  80386. }
  80387. };
  80388. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80389. var _this = this;
  80390. var updateVersion = function () {
  80391. // the version is not yet in the DB or we need to update it
  80392. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80393. };
  80394. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80395. };
  80396. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80397. var _this = this;
  80398. if (this._isSupported && this._db) {
  80399. var version;
  80400. try {
  80401. var transaction = this._db.transaction(["versions"]);
  80402. transaction.oncomplete = function (event) {
  80403. if (version) {
  80404. // If the version in the JSON file is different from the version in DB
  80405. if (_this._manifestVersionFound !== version.data) {
  80406. _this._mustUpdateRessources = true;
  80407. updateInDBCallback();
  80408. }
  80409. else {
  80410. callback(version.data);
  80411. }
  80412. }
  80413. // version was not found in DB
  80414. else {
  80415. _this._mustUpdateRessources = true;
  80416. updateInDBCallback();
  80417. }
  80418. };
  80419. transaction.onabort = function (event) {
  80420. callback(-1);
  80421. };
  80422. var getRequest = transaction.objectStore("versions").get(url);
  80423. getRequest.onsuccess = function (event) {
  80424. version = (event.target).result;
  80425. };
  80426. getRequest.onerror = function (event) {
  80427. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80428. callback(-1);
  80429. };
  80430. }
  80431. catch (ex) {
  80432. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80433. callback(-1);
  80434. }
  80435. }
  80436. else {
  80437. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80438. callback(-1);
  80439. }
  80440. };
  80441. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80442. var _this = this;
  80443. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80444. try {
  80445. // Open a transaction to the database
  80446. var transaction = this._db.transaction(["versions"], "readwrite");
  80447. // the transaction could abort because of a QuotaExceededError error
  80448. transaction.onabort = function (event) {
  80449. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80450. var error = event.srcElement['error'];
  80451. if (error && error.name === "QuotaExceededError") {
  80452. _this._hasReachedQuota = true;
  80453. }
  80454. }
  80455. catch (ex) { }
  80456. callback(-1);
  80457. };
  80458. transaction.oncomplete = function (event) {
  80459. callback(_this._manifestVersionFound);
  80460. };
  80461. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80462. // Put the scene into the database
  80463. var addRequest = transaction.objectStore("versions").put(newVersion);
  80464. addRequest.onsuccess = function (event) {
  80465. };
  80466. addRequest.onerror = function (event) {
  80467. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80468. };
  80469. }
  80470. catch (ex) {
  80471. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80472. callback(-1);
  80473. }
  80474. }
  80475. else {
  80476. callback(-1);
  80477. }
  80478. };
  80479. /**
  80480. * Loads a file from database
  80481. * @param url defines the URL to load from
  80482. * @param sceneLoaded defines a callback to call on success
  80483. * @param progressCallBack defines a callback to call when progress changed
  80484. * @param errorCallback defines a callback to call on error
  80485. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80486. */
  80487. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80488. var _this = this;
  80489. var completeUrl = Database._ReturnFullUrlLocation(url);
  80490. var saveAndLoadFile = function () {
  80491. // the scene is not yet in the DB, let's try to save it
  80492. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80493. };
  80494. this._checkVersionFromDB(completeUrl, function (version) {
  80495. if (version !== -1) {
  80496. if (!_this._mustUpdateRessources) {
  80497. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80498. }
  80499. else {
  80500. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80501. }
  80502. }
  80503. else {
  80504. if (errorCallback) {
  80505. errorCallback();
  80506. }
  80507. }
  80508. });
  80509. };
  80510. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80511. if (this._isSupported && this._db) {
  80512. var targetStore;
  80513. if (url.indexOf(".babylon") !== -1) {
  80514. targetStore = "scenes";
  80515. }
  80516. else {
  80517. targetStore = "textures";
  80518. }
  80519. var file;
  80520. var transaction = this._db.transaction([targetStore]);
  80521. transaction.oncomplete = function (event) {
  80522. if (file) {
  80523. callback(file.data);
  80524. }
  80525. // file was not found in DB
  80526. else {
  80527. notInDBCallback();
  80528. }
  80529. };
  80530. transaction.onabort = function (event) {
  80531. notInDBCallback();
  80532. };
  80533. var getRequest = transaction.objectStore(targetStore).get(url);
  80534. getRequest.onsuccess = function (event) {
  80535. file = (event.target).result;
  80536. };
  80537. getRequest.onerror = function (event) {
  80538. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80539. notInDBCallback();
  80540. };
  80541. }
  80542. else {
  80543. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80544. callback();
  80545. }
  80546. };
  80547. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80548. var _this = this;
  80549. if (this._isSupported) {
  80550. var targetStore;
  80551. if (url.indexOf(".babylon") !== -1) {
  80552. targetStore = "scenes";
  80553. }
  80554. else {
  80555. targetStore = "textures";
  80556. }
  80557. // Create XHR
  80558. var xhr = new XMLHttpRequest();
  80559. var fileData;
  80560. xhr.open("GET", url + "?" + Date.now(), true);
  80561. if (useArrayBuffer) {
  80562. xhr.responseType = "arraybuffer";
  80563. }
  80564. if (progressCallback) {
  80565. xhr.onprogress = progressCallback;
  80566. }
  80567. xhr.addEventListener("load", function () {
  80568. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80569. // Blob as response (XHR2)
  80570. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80571. if (!_this._hasReachedQuota && _this._db) {
  80572. // Open a transaction to the database
  80573. var transaction = _this._db.transaction([targetStore], "readwrite");
  80574. // the transaction could abort because of a QuotaExceededError error
  80575. transaction.onabort = function (event) {
  80576. try {
  80577. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80578. var error = event.srcElement['error'];
  80579. if (error && error.name === "QuotaExceededError") {
  80580. _this._hasReachedQuota = true;
  80581. }
  80582. }
  80583. catch (ex) { }
  80584. callback(fileData);
  80585. };
  80586. transaction.oncomplete = function (event) {
  80587. callback(fileData);
  80588. };
  80589. var newFile;
  80590. if (targetStore === "scenes") {
  80591. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80592. }
  80593. else {
  80594. newFile = { textureUrl: url, data: fileData };
  80595. }
  80596. try {
  80597. // Put the scene into the database
  80598. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80599. addRequest.onsuccess = function (event) {
  80600. };
  80601. addRequest.onerror = function (event) {
  80602. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80603. };
  80604. }
  80605. catch (ex) {
  80606. callback(fileData);
  80607. }
  80608. }
  80609. else {
  80610. callback(fileData);
  80611. }
  80612. }
  80613. else {
  80614. if (xhr.status >= 400 && errorCallback) {
  80615. errorCallback(xhr);
  80616. }
  80617. else {
  80618. callback();
  80619. }
  80620. }
  80621. }, false);
  80622. xhr.addEventListener("error", function (event) {
  80623. BABYLON.Tools.Error("error on XHR request.");
  80624. callback();
  80625. }, false);
  80626. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80627. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80628. }
  80629. xhr.send();
  80630. }
  80631. else {
  80632. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80633. callback();
  80634. }
  80635. };
  80636. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80637. Database.IsUASupportingBlobStorage = true;
  80638. /**
  80639. * Gets a boolean indicating if Database storate is enabled (off by default)
  80640. */
  80641. Database.IDBStorageEnabled = false;
  80642. Database._ParseURL = function (url) {
  80643. var a = document.createElement('a');
  80644. a.href = url;
  80645. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80646. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80647. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80648. return absLocation;
  80649. };
  80650. Database._ReturnFullUrlLocation = function (url) {
  80651. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80652. return (Database._ParseURL(window.location.href) + url);
  80653. }
  80654. else {
  80655. return url;
  80656. }
  80657. };
  80658. return Database;
  80659. }());
  80660. BABYLON.Database = Database;
  80661. })(BABYLON || (BABYLON = {}));
  80662. //# sourceMappingURL=babylon.database.js.map
  80663. var BABYLON;
  80664. (function (BABYLON) {
  80665. /**
  80666. * This represents all the required information to add a fresnel effect on a material:
  80667. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80668. */
  80669. var FresnelParameters = /** @class */ (function () {
  80670. function FresnelParameters() {
  80671. this._isEnabled = true;
  80672. /**
  80673. * Define the color used on edges (grazing angle)
  80674. */
  80675. this.leftColor = BABYLON.Color3.White();
  80676. /**
  80677. * Define the color used on center
  80678. */
  80679. this.rightColor = BABYLON.Color3.Black();
  80680. /**
  80681. * Define bias applied to computed fresnel term
  80682. */
  80683. this.bias = 0;
  80684. /**
  80685. * Defined the power exponent applied to fresnel term
  80686. */
  80687. this.power = 1;
  80688. }
  80689. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80690. /**
  80691. * Define if the fresnel effect is enable or not.
  80692. */
  80693. get: function () {
  80694. return this._isEnabled;
  80695. },
  80696. set: function (value) {
  80697. if (this._isEnabled === value) {
  80698. return;
  80699. }
  80700. this._isEnabled = value;
  80701. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80702. },
  80703. enumerable: true,
  80704. configurable: true
  80705. });
  80706. /**
  80707. * Clones the current fresnel and its valuues
  80708. * @returns a clone fresnel configuration
  80709. */
  80710. FresnelParameters.prototype.clone = function () {
  80711. var newFresnelParameters = new FresnelParameters();
  80712. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80713. return newFresnelParameters;
  80714. };
  80715. /**
  80716. * Serializes the current fresnel parameters to a JSON representation.
  80717. * @return the JSON serialization
  80718. */
  80719. FresnelParameters.prototype.serialize = function () {
  80720. var serializationObject = {};
  80721. serializationObject.isEnabled = this.isEnabled;
  80722. serializationObject.leftColor = this.leftColor.asArray();
  80723. serializationObject.rightColor = this.rightColor.asArray();
  80724. serializationObject.bias = this.bias;
  80725. serializationObject.power = this.power;
  80726. return serializationObject;
  80727. };
  80728. /**
  80729. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80730. * @param parsedFresnelParameters Define the JSON representation
  80731. * @returns the parsed parameters
  80732. */
  80733. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80734. var fresnelParameters = new FresnelParameters();
  80735. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80736. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80737. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80738. fresnelParameters.bias = parsedFresnelParameters.bias;
  80739. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80740. return fresnelParameters;
  80741. };
  80742. return FresnelParameters;
  80743. }());
  80744. BABYLON.FresnelParameters = FresnelParameters;
  80745. })(BABYLON || (BABYLON = {}));
  80746. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80747. var BABYLON;
  80748. (function (BABYLON) {
  80749. /**
  80750. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80751. * separate meshes. This can be use to improve performances.
  80752. * @see http://doc.babylonjs.com/how_to/multi_materials
  80753. */
  80754. var MultiMaterial = /** @class */ (function (_super) {
  80755. __extends(MultiMaterial, _super);
  80756. /**
  80757. * Instantiates a new Multi Material
  80758. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80759. * separate meshes. This can be use to improve performances.
  80760. * @see http://doc.babylonjs.com/how_to/multi_materials
  80761. * @param name Define the name in the scene
  80762. * @param scene Define the scene the material belongs to
  80763. */
  80764. function MultiMaterial(name, scene) {
  80765. var _this = _super.call(this, name, scene, true) || this;
  80766. scene.multiMaterials.push(_this);
  80767. _this.subMaterials = new Array();
  80768. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80769. return _this;
  80770. }
  80771. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80772. /**
  80773. * Gets or Sets the list of Materials used within the multi material.
  80774. * They need to be ordered according to the submeshes order in the associated mesh
  80775. */
  80776. get: function () {
  80777. return this._subMaterials;
  80778. },
  80779. set: function (value) {
  80780. this._subMaterials = value;
  80781. this._hookArray(value);
  80782. },
  80783. enumerable: true,
  80784. configurable: true
  80785. });
  80786. /**
  80787. * Function used to align with Node.getChildren()
  80788. * @returns the list of Materials used within the multi material
  80789. */
  80790. MultiMaterial.prototype.getChildren = function () {
  80791. return this.subMaterials;
  80792. };
  80793. MultiMaterial.prototype._hookArray = function (array) {
  80794. var _this = this;
  80795. var oldPush = array.push;
  80796. array.push = function () {
  80797. var items = [];
  80798. for (var _i = 0; _i < arguments.length; _i++) {
  80799. items[_i] = arguments[_i];
  80800. }
  80801. var result = oldPush.apply(array, items);
  80802. _this._markAllSubMeshesAsTexturesDirty();
  80803. return result;
  80804. };
  80805. var oldSplice = array.splice;
  80806. array.splice = function (index, deleteCount) {
  80807. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80808. _this._markAllSubMeshesAsTexturesDirty();
  80809. return deleted;
  80810. };
  80811. };
  80812. /**
  80813. * Get one of the submaterial by its index in the submaterials array
  80814. * @param index The index to look the sub material at
  80815. * @returns The Material if the index has been defined
  80816. */
  80817. MultiMaterial.prototype.getSubMaterial = function (index) {
  80818. if (index < 0 || index >= this.subMaterials.length) {
  80819. return this.getScene().defaultMaterial;
  80820. }
  80821. return this.subMaterials[index];
  80822. };
  80823. /**
  80824. * Get the list of active textures for the whole sub materials list.
  80825. * @returns All the textures that will be used during the rendering
  80826. */
  80827. MultiMaterial.prototype.getActiveTextures = function () {
  80828. var _a;
  80829. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80830. if (subMaterial) {
  80831. return subMaterial.getActiveTextures();
  80832. }
  80833. else {
  80834. return [];
  80835. }
  80836. }));
  80837. };
  80838. /**
  80839. * Gets the current class name of the material e.g. "MultiMaterial"
  80840. * Mainly use in serialization.
  80841. * @returns the class name
  80842. */
  80843. MultiMaterial.prototype.getClassName = function () {
  80844. return "MultiMaterial";
  80845. };
  80846. /**
  80847. * Checks if the material is ready to render the requested sub mesh
  80848. * @param mesh Define the mesh the submesh belongs to
  80849. * @param subMesh Define the sub mesh to look readyness for
  80850. * @param useInstances Define whether or not the material is used with instances
  80851. * @returns true if ready, otherwise false
  80852. */
  80853. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80854. for (var index = 0; index < this.subMaterials.length; index++) {
  80855. var subMaterial = this.subMaterials[index];
  80856. if (subMaterial) {
  80857. if (subMaterial._storeEffectOnSubMeshes) {
  80858. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80859. return false;
  80860. }
  80861. continue;
  80862. }
  80863. if (!subMaterial.isReady(mesh)) {
  80864. return false;
  80865. }
  80866. }
  80867. }
  80868. return true;
  80869. };
  80870. /**
  80871. * Clones the current material and its related sub materials
  80872. * @param name Define the name of the newly cloned material
  80873. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80874. * @returns the cloned material
  80875. */
  80876. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80877. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80878. for (var index = 0; index < this.subMaterials.length; index++) {
  80879. var subMaterial = null;
  80880. var current = this.subMaterials[index];
  80881. if (cloneChildren && current) {
  80882. subMaterial = current.clone(name + "-" + current.name);
  80883. }
  80884. else {
  80885. subMaterial = this.subMaterials[index];
  80886. }
  80887. newMultiMaterial.subMaterials.push(subMaterial);
  80888. }
  80889. return newMultiMaterial;
  80890. };
  80891. /**
  80892. * Serializes the materials into a JSON representation.
  80893. * @returns the JSON representation
  80894. */
  80895. MultiMaterial.prototype.serialize = function () {
  80896. var serializationObject = {};
  80897. serializationObject.name = this.name;
  80898. serializationObject.id = this.id;
  80899. if (BABYLON.Tags) {
  80900. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80901. }
  80902. serializationObject.materials = [];
  80903. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80904. var subMat = this.subMaterials[matIndex];
  80905. if (subMat) {
  80906. serializationObject.materials.push(subMat.id);
  80907. }
  80908. else {
  80909. serializationObject.materials.push(null);
  80910. }
  80911. }
  80912. return serializationObject;
  80913. };
  80914. /**
  80915. * Dispose the material and release its associated resources
  80916. * @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)
  80917. * @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)
  80918. */
  80919. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80920. var scene = this.getScene();
  80921. if (!scene) {
  80922. return;
  80923. }
  80924. var index = scene.multiMaterials.indexOf(this);
  80925. if (index >= 0) {
  80926. scene.multiMaterials.splice(index, 1);
  80927. }
  80928. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80929. };
  80930. return MultiMaterial;
  80931. }(BABYLON.Material));
  80932. BABYLON.MultiMaterial = MultiMaterial;
  80933. })(BABYLON || (BABYLON = {}));
  80934. //# sourceMappingURL=babylon.multiMaterial.js.map
  80935. var BABYLON;
  80936. (function (BABYLON) {
  80937. /**
  80938. * Manage the touch inputs to control the movement of a free camera.
  80939. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80940. */
  80941. var FreeCameraTouchInput = /** @class */ (function () {
  80942. function FreeCameraTouchInput() {
  80943. /**
  80944. * Defines the touch sensibility for rotation.
  80945. * The higher the faster.
  80946. */
  80947. this.touchAngularSensibility = 200000.0;
  80948. /**
  80949. * Defines the touch sensibility for move.
  80950. * The higher the faster.
  80951. */
  80952. this.touchMoveSensibility = 250.0;
  80953. this._offsetX = null;
  80954. this._offsetY = null;
  80955. this._pointerPressed = new Array();
  80956. }
  80957. /**
  80958. * Attach the input controls to a specific dom element to get the input from.
  80959. * @param element Defines the element the controls should be listened from
  80960. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80961. */
  80962. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80963. var _this = this;
  80964. var previousPosition = null;
  80965. if (this._pointerInput === undefined) {
  80966. this._onLostFocus = function (evt) {
  80967. _this._offsetX = null;
  80968. _this._offsetY = null;
  80969. };
  80970. this._pointerInput = function (p, s) {
  80971. var evt = p.event;
  80972. if (evt.pointerType === "mouse") {
  80973. return;
  80974. }
  80975. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80976. if (!noPreventDefault) {
  80977. evt.preventDefault();
  80978. }
  80979. _this._pointerPressed.push(evt.pointerId);
  80980. if (_this._pointerPressed.length !== 1) {
  80981. return;
  80982. }
  80983. previousPosition = {
  80984. x: evt.clientX,
  80985. y: evt.clientY
  80986. };
  80987. }
  80988. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80989. if (!noPreventDefault) {
  80990. evt.preventDefault();
  80991. }
  80992. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80993. if (index === -1) {
  80994. return;
  80995. }
  80996. _this._pointerPressed.splice(index, 1);
  80997. if (index != 0) {
  80998. return;
  80999. }
  81000. previousPosition = null;
  81001. _this._offsetX = null;
  81002. _this._offsetY = null;
  81003. }
  81004. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81005. if (!noPreventDefault) {
  81006. evt.preventDefault();
  81007. }
  81008. if (!previousPosition) {
  81009. return;
  81010. }
  81011. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81012. if (index != 0) {
  81013. return;
  81014. }
  81015. _this._offsetX = evt.clientX - previousPosition.x;
  81016. _this._offsetY = -(evt.clientY - previousPosition.y);
  81017. }
  81018. };
  81019. }
  81020. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81021. if (this._onLostFocus) {
  81022. element.addEventListener("blur", this._onLostFocus);
  81023. }
  81024. };
  81025. /**
  81026. * Detach the current controls from the specified dom element.
  81027. * @param element Defines the element to stop listening the inputs from
  81028. */
  81029. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81030. if (this._pointerInput && element) {
  81031. if (this._observer) {
  81032. this.camera.getScene().onPointerObservable.remove(this._observer);
  81033. this._observer = null;
  81034. }
  81035. if (this._onLostFocus) {
  81036. element.removeEventListener("blur", this._onLostFocus);
  81037. this._onLostFocus = null;
  81038. }
  81039. this._pointerPressed = [];
  81040. this._offsetX = null;
  81041. this._offsetY = null;
  81042. }
  81043. };
  81044. /**
  81045. * Update the current camera state depending on the inputs that have been used this frame.
  81046. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81047. */
  81048. FreeCameraTouchInput.prototype.checkInputs = function () {
  81049. if (this._offsetX && this._offsetY) {
  81050. var camera = this.camera;
  81051. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81052. if (this._pointerPressed.length > 1) {
  81053. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81054. }
  81055. else {
  81056. var speed = camera._computeLocalCameraSpeed();
  81057. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81058. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81059. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81060. }
  81061. }
  81062. };
  81063. /**
  81064. * Gets the class name of the current intput.
  81065. * @returns the class name
  81066. */
  81067. FreeCameraTouchInput.prototype.getClassName = function () {
  81068. return "FreeCameraTouchInput";
  81069. };
  81070. /**
  81071. * Get the friendly name associated with the input class.
  81072. * @returns the input friendly name
  81073. */
  81074. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81075. return "touch";
  81076. };
  81077. __decorate([
  81078. BABYLON.serialize()
  81079. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81080. __decorate([
  81081. BABYLON.serialize()
  81082. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81083. return FreeCameraTouchInput;
  81084. }());
  81085. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81086. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81087. })(BABYLON || (BABYLON = {}));
  81088. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81089. var BABYLON;
  81090. (function (BABYLON) {
  81091. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81092. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81093. });
  81094. /**
  81095. * This represents a FPS type of camera controlled by touch.
  81096. * This is like a universal camera minus the Gamepad controls.
  81097. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81098. */
  81099. var TouchCamera = /** @class */ (function (_super) {
  81100. __extends(TouchCamera, _super);
  81101. /**
  81102. * Instantiates a new touch camera.
  81103. * This represents a FPS type of camera controlled by touch.
  81104. * This is like a universal camera minus the Gamepad controls.
  81105. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81106. * @param name Define the name of the camera in the scene
  81107. * @param position Define the start position of the camera in the scene
  81108. * @param scene Define the scene the camera belongs to
  81109. */
  81110. function TouchCamera(name, position, scene) {
  81111. var _this = _super.call(this, name, position, scene) || this;
  81112. _this.inputs.addTouch();
  81113. _this._setupInputs();
  81114. return _this;
  81115. }
  81116. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81117. /**
  81118. * Defines the touch sensibility for rotation.
  81119. * The higher the faster.
  81120. */
  81121. get: function () {
  81122. var touch = this.inputs.attached["touch"];
  81123. if (touch) {
  81124. return touch.touchAngularSensibility;
  81125. }
  81126. return 0;
  81127. },
  81128. set: function (value) {
  81129. var touch = this.inputs.attached["touch"];
  81130. if (touch) {
  81131. touch.touchAngularSensibility = value;
  81132. }
  81133. },
  81134. enumerable: true,
  81135. configurable: true
  81136. });
  81137. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81138. /**
  81139. * Defines the touch sensibility for move.
  81140. * The higher the faster.
  81141. */
  81142. get: function () {
  81143. var touch = this.inputs.attached["touch"];
  81144. if (touch) {
  81145. return touch.touchMoveSensibility;
  81146. }
  81147. return 0;
  81148. },
  81149. set: function (value) {
  81150. var touch = this.inputs.attached["touch"];
  81151. if (touch) {
  81152. touch.touchMoveSensibility = value;
  81153. }
  81154. },
  81155. enumerable: true,
  81156. configurable: true
  81157. });
  81158. /**
  81159. * Gets the current object class name.
  81160. * @return the class name
  81161. */
  81162. TouchCamera.prototype.getClassName = function () {
  81163. return "TouchCamera";
  81164. };
  81165. /** @hidden */
  81166. TouchCamera.prototype._setupInputs = function () {
  81167. var mouse = this.inputs.attached["mouse"];
  81168. if (mouse) {
  81169. mouse.touchEnabled = false;
  81170. }
  81171. };
  81172. return TouchCamera;
  81173. }(BABYLON.FreeCamera));
  81174. BABYLON.TouchCamera = TouchCamera;
  81175. })(BABYLON || (BABYLON = {}));
  81176. //# sourceMappingURL=babylon.touchCamera.js.map
  81177. var BABYLON;
  81178. (function (BABYLON) {
  81179. /**
  81180. * 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.
  81181. * This is the base class of any Procedural texture and contains most of the shareable code.
  81182. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81183. */
  81184. var ProceduralTexture = /** @class */ (function (_super) {
  81185. __extends(ProceduralTexture, _super);
  81186. /**
  81187. * Instantiates a new procedural texture.
  81188. * 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.
  81189. * This is the base class of any Procedural texture and contains most of the shareable code.
  81190. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81191. * @param name Define the name of the texture
  81192. * @param size Define the size of the texture to create
  81193. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81194. * @param scene Define the scene the texture belongs to
  81195. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81196. * @param generateMipMaps Define if the texture should creates mip maps or not
  81197. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81198. */
  81199. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81200. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81201. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81202. if (isCube === void 0) { isCube = false; }
  81203. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81204. _this.isCube = isCube;
  81205. /**
  81206. * Define if the texture is enabled or not (disabled texture will not render)
  81207. */
  81208. _this.isEnabled = true;
  81209. /**
  81210. * Define if the texture must be cleared before rendering (default is true)
  81211. */
  81212. _this.autoClear = true;
  81213. /**
  81214. * Event raised when the texture is generated
  81215. */
  81216. _this.onGeneratedObservable = new BABYLON.Observable();
  81217. /** @hidden */
  81218. _this._textures = {};
  81219. _this._currentRefreshId = -1;
  81220. _this._refreshRate = 1;
  81221. _this._vertexBuffers = {};
  81222. _this._uniforms = new Array();
  81223. _this._samplers = new Array();
  81224. _this._floats = {};
  81225. _this._ints = {};
  81226. _this._floatsArrays = {};
  81227. _this._colors3 = {};
  81228. _this._colors4 = {};
  81229. _this._vectors2 = {};
  81230. _this._vectors3 = {};
  81231. _this._matrices = {};
  81232. _this._fallbackTextureUsed = false;
  81233. _this._cachedDefines = "";
  81234. _this._contentUpdateId = -1;
  81235. scene = _this.getScene();
  81236. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81237. if (!component) {
  81238. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81239. scene._addComponent(component);
  81240. }
  81241. scene.proceduralTextures.push(_this);
  81242. _this._engine = scene.getEngine();
  81243. _this.name = name;
  81244. _this.isRenderTarget = true;
  81245. _this._size = size;
  81246. _this._generateMipMaps = generateMipMaps;
  81247. _this.setFragment(fragment);
  81248. _this._fallbackTexture = fallbackTexture;
  81249. if (isCube) {
  81250. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81251. _this.setFloat("face", 0);
  81252. }
  81253. else {
  81254. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81255. }
  81256. // VBO
  81257. var vertices = [];
  81258. vertices.push(1, 1);
  81259. vertices.push(-1, 1);
  81260. vertices.push(-1, -1);
  81261. vertices.push(1, -1);
  81262. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81263. _this._createIndexBuffer();
  81264. return _this;
  81265. }
  81266. /**
  81267. * The effect that is created when initializing the post process.
  81268. * @returns The created effect corrisponding the the postprocess.
  81269. */
  81270. ProceduralTexture.prototype.getEffect = function () {
  81271. return this._effect;
  81272. };
  81273. /**
  81274. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81275. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81276. */
  81277. ProceduralTexture.prototype.getContent = function () {
  81278. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81279. return this._contentData;
  81280. }
  81281. this._contentData = this.readPixels(0, 0, this._contentData);
  81282. this._contentUpdateId = this._currentRefreshId;
  81283. return this._contentData;
  81284. };
  81285. ProceduralTexture.prototype._createIndexBuffer = function () {
  81286. var engine = this._engine;
  81287. // Indices
  81288. var indices = [];
  81289. indices.push(0);
  81290. indices.push(1);
  81291. indices.push(2);
  81292. indices.push(0);
  81293. indices.push(2);
  81294. indices.push(3);
  81295. this._indexBuffer = engine.createIndexBuffer(indices);
  81296. };
  81297. /** @hidden */
  81298. ProceduralTexture.prototype._rebuild = function () {
  81299. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81300. if (vb) {
  81301. vb._rebuild();
  81302. }
  81303. this._createIndexBuffer();
  81304. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81305. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81306. }
  81307. };
  81308. /**
  81309. * Resets the texture in order to recreate its associated resources.
  81310. * This can be called in case of context loss
  81311. */
  81312. ProceduralTexture.prototype.reset = function () {
  81313. if (this._effect === undefined) {
  81314. return;
  81315. }
  81316. var engine = this._engine;
  81317. engine._releaseEffect(this._effect);
  81318. };
  81319. ProceduralTexture.prototype._getDefines = function () {
  81320. return "";
  81321. };
  81322. /**
  81323. * Is the texture ready to be used ? (rendered at least once)
  81324. * @returns true if ready, otherwise, false.
  81325. */
  81326. ProceduralTexture.prototype.isReady = function () {
  81327. var _this = this;
  81328. var engine = this._engine;
  81329. var shaders;
  81330. if (!this._fragment) {
  81331. return false;
  81332. }
  81333. if (this._fallbackTextureUsed) {
  81334. return true;
  81335. }
  81336. var defines = this._getDefines();
  81337. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81338. return true;
  81339. }
  81340. if (this._fragment.fragmentElement !== undefined) {
  81341. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81342. }
  81343. else {
  81344. shaders = { vertex: "procedural", fragment: this._fragment };
  81345. }
  81346. this._cachedDefines = defines;
  81347. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81348. _this.releaseInternalTexture();
  81349. if (_this._fallbackTexture) {
  81350. _this._texture = _this._fallbackTexture._texture;
  81351. if (_this._texture) {
  81352. _this._texture.incrementReferences();
  81353. }
  81354. }
  81355. _this._fallbackTextureUsed = true;
  81356. });
  81357. return this._effect.isReady();
  81358. };
  81359. /**
  81360. * Resets the refresh counter of the texture and start bak from scratch.
  81361. * Could be useful to regenerate the texture if it is setup to render only once.
  81362. */
  81363. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81364. this._currentRefreshId = -1;
  81365. };
  81366. /**
  81367. * Set the fragment shader to use in order to render the texture.
  81368. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81369. */
  81370. ProceduralTexture.prototype.setFragment = function (fragment) {
  81371. this._fragment = fragment;
  81372. };
  81373. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81374. /**
  81375. * Define the refresh rate of the texture or the rendering frequency.
  81376. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81377. */
  81378. get: function () {
  81379. return this._refreshRate;
  81380. },
  81381. set: function (value) {
  81382. this._refreshRate = value;
  81383. this.resetRefreshCounter();
  81384. },
  81385. enumerable: true,
  81386. configurable: true
  81387. });
  81388. /** @hidden */
  81389. ProceduralTexture.prototype._shouldRender = function () {
  81390. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81391. if (this._texture) {
  81392. this._texture.isReady = false;
  81393. }
  81394. return false;
  81395. }
  81396. if (this._fallbackTextureUsed) {
  81397. return false;
  81398. }
  81399. if (this._currentRefreshId === -1) { // At least render once
  81400. this._currentRefreshId = 1;
  81401. return true;
  81402. }
  81403. if (this.refreshRate === this._currentRefreshId) {
  81404. this._currentRefreshId = 1;
  81405. return true;
  81406. }
  81407. this._currentRefreshId++;
  81408. return false;
  81409. };
  81410. /**
  81411. * Get the size the texture is rendering at.
  81412. * @returns the size (texture is always squared)
  81413. */
  81414. ProceduralTexture.prototype.getRenderSize = function () {
  81415. return this._size;
  81416. };
  81417. /**
  81418. * Resize the texture to new value.
  81419. * @param size Define the new size the texture should have
  81420. * @param generateMipMaps Define whether the new texture should create mip maps
  81421. */
  81422. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81423. if (this._fallbackTextureUsed) {
  81424. return;
  81425. }
  81426. this.releaseInternalTexture();
  81427. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81428. // Update properties
  81429. this._size = size;
  81430. this._generateMipMaps = generateMipMaps;
  81431. };
  81432. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81433. if (this._uniforms.indexOf(uniformName) === -1) {
  81434. this._uniforms.push(uniformName);
  81435. }
  81436. };
  81437. /**
  81438. * Set a texture in the shader program used to render.
  81439. * @param name Define the name of the uniform samplers as defined in the shader
  81440. * @param texture Define the texture to bind to this sampler
  81441. * @return the texture itself allowing "fluent" like uniform updates
  81442. */
  81443. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81444. if (this._samplers.indexOf(name) === -1) {
  81445. this._samplers.push(name);
  81446. }
  81447. this._textures[name] = texture;
  81448. return this;
  81449. };
  81450. /**
  81451. * Set a float in the shader.
  81452. * @param name Define the name of the uniform as defined in the shader
  81453. * @param value Define the value to give to the uniform
  81454. * @return the texture itself allowing "fluent" like uniform updates
  81455. */
  81456. ProceduralTexture.prototype.setFloat = function (name, value) {
  81457. this._checkUniform(name);
  81458. this._floats[name] = value;
  81459. return this;
  81460. };
  81461. /**
  81462. * Set a int in the shader.
  81463. * @param name Define the name of the uniform as defined in the shader
  81464. * @param value Define the value to give to the uniform
  81465. * @return the texture itself allowing "fluent" like uniform updates
  81466. */
  81467. ProceduralTexture.prototype.setInt = function (name, value) {
  81468. this._checkUniform(name);
  81469. this._ints[name] = value;
  81470. return this;
  81471. };
  81472. /**
  81473. * Set an array of floats in the shader.
  81474. * @param name Define the name of the uniform as defined in the shader
  81475. * @param value Define the value to give to the uniform
  81476. * @return the texture itself allowing "fluent" like uniform updates
  81477. */
  81478. ProceduralTexture.prototype.setFloats = function (name, value) {
  81479. this._checkUniform(name);
  81480. this._floatsArrays[name] = value;
  81481. return this;
  81482. };
  81483. /**
  81484. * Set a vec3 in the shader from a Color3.
  81485. * @param name Define the name of the uniform as defined in the shader
  81486. * @param value Define the value to give to the uniform
  81487. * @return the texture itself allowing "fluent" like uniform updates
  81488. */
  81489. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81490. this._checkUniform(name);
  81491. this._colors3[name] = value;
  81492. return this;
  81493. };
  81494. /**
  81495. * Set a vec4 in the shader from a Color4.
  81496. * @param name Define the name of the uniform as defined in the shader
  81497. * @param value Define the value to give to the uniform
  81498. * @return the texture itself allowing "fluent" like uniform updates
  81499. */
  81500. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81501. this._checkUniform(name);
  81502. this._colors4[name] = value;
  81503. return this;
  81504. };
  81505. /**
  81506. * Set a vec2 in the shader from a Vector2.
  81507. * @param name Define the name of the uniform as defined in the shader
  81508. * @param value Define the value to give to the uniform
  81509. * @return the texture itself allowing "fluent" like uniform updates
  81510. */
  81511. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81512. this._checkUniform(name);
  81513. this._vectors2[name] = value;
  81514. return this;
  81515. };
  81516. /**
  81517. * Set a vec3 in the shader from a Vector3.
  81518. * @param name Define the name of the uniform as defined in the shader
  81519. * @param value Define the value to give to the uniform
  81520. * @return the texture itself allowing "fluent" like uniform updates
  81521. */
  81522. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81523. this._checkUniform(name);
  81524. this._vectors3[name] = value;
  81525. return this;
  81526. };
  81527. /**
  81528. * Set a mat4 in the shader from a MAtrix.
  81529. * @param name Define the name of the uniform as defined in the shader
  81530. * @param value Define the value to give to the uniform
  81531. * @return the texture itself allowing "fluent" like uniform updates
  81532. */
  81533. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81534. this._checkUniform(name);
  81535. this._matrices[name] = value;
  81536. return this;
  81537. };
  81538. /**
  81539. * Render the texture to its associated render target.
  81540. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81541. */
  81542. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81543. var scene = this.getScene();
  81544. if (!scene) {
  81545. return;
  81546. }
  81547. var engine = this._engine;
  81548. // Render
  81549. engine.enableEffect(this._effect);
  81550. engine.setState(false);
  81551. // Texture
  81552. for (var name in this._textures) {
  81553. this._effect.setTexture(name, this._textures[name]);
  81554. }
  81555. // Float
  81556. for (name in this._ints) {
  81557. this._effect.setInt(name, this._ints[name]);
  81558. }
  81559. // Float
  81560. for (name in this._floats) {
  81561. this._effect.setFloat(name, this._floats[name]);
  81562. }
  81563. // Floats
  81564. for (name in this._floatsArrays) {
  81565. this._effect.setArray(name, this._floatsArrays[name]);
  81566. }
  81567. // Color3
  81568. for (name in this._colors3) {
  81569. this._effect.setColor3(name, this._colors3[name]);
  81570. }
  81571. // Color4
  81572. for (name in this._colors4) {
  81573. var color = this._colors4[name];
  81574. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81575. }
  81576. // Vector2
  81577. for (name in this._vectors2) {
  81578. this._effect.setVector2(name, this._vectors2[name]);
  81579. }
  81580. // Vector3
  81581. for (name in this._vectors3) {
  81582. this._effect.setVector3(name, this._vectors3[name]);
  81583. }
  81584. // Matrix
  81585. for (name in this._matrices) {
  81586. this._effect.setMatrix(name, this._matrices[name]);
  81587. }
  81588. if (!this._texture) {
  81589. return;
  81590. }
  81591. if (this.isCube) {
  81592. for (var face = 0; face < 6; face++) {
  81593. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81594. // VBOs
  81595. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81596. this._effect.setFloat("face", face);
  81597. // Clear
  81598. if (this.autoClear) {
  81599. engine.clear(scene.clearColor, true, false, false);
  81600. }
  81601. // Draw order
  81602. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81603. // Mipmaps
  81604. if (face === 5) {
  81605. engine.generateMipMapsForCubemap(this._texture);
  81606. }
  81607. }
  81608. }
  81609. else {
  81610. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81611. // VBOs
  81612. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81613. // Clear
  81614. if (this.autoClear) {
  81615. engine.clear(scene.clearColor, true, false, false);
  81616. }
  81617. // Draw order
  81618. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81619. }
  81620. // Unbind
  81621. engine.unBindFramebuffer(this._texture, this.isCube);
  81622. if (this.onGenerated) {
  81623. this.onGenerated();
  81624. }
  81625. this.onGeneratedObservable.notifyObservers(this);
  81626. };
  81627. /**
  81628. * Clone the texture.
  81629. * @returns the cloned texture
  81630. */
  81631. ProceduralTexture.prototype.clone = function () {
  81632. var textureSize = this.getSize();
  81633. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81634. // Base texture
  81635. newTexture.hasAlpha = this.hasAlpha;
  81636. newTexture.level = this.level;
  81637. // RenderTarget Texture
  81638. newTexture.coordinatesMode = this.coordinatesMode;
  81639. return newTexture;
  81640. };
  81641. /**
  81642. * Dispose the texture and release its asoociated resources.
  81643. */
  81644. ProceduralTexture.prototype.dispose = function () {
  81645. var scene = this.getScene();
  81646. if (!scene) {
  81647. return;
  81648. }
  81649. var index = scene.proceduralTextures.indexOf(this);
  81650. if (index >= 0) {
  81651. scene.proceduralTextures.splice(index, 1);
  81652. }
  81653. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81654. if (vertexBuffer) {
  81655. vertexBuffer.dispose();
  81656. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81657. }
  81658. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81659. this._indexBuffer = null;
  81660. }
  81661. _super.prototype.dispose.call(this);
  81662. };
  81663. __decorate([
  81664. BABYLON.serialize()
  81665. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81666. __decorate([
  81667. BABYLON.serialize()
  81668. ], ProceduralTexture.prototype, "autoClear", void 0);
  81669. __decorate([
  81670. BABYLON.serialize()
  81671. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81672. __decorate([
  81673. BABYLON.serialize()
  81674. ], ProceduralTexture.prototype, "_size", void 0);
  81675. __decorate([
  81676. BABYLON.serialize()
  81677. ], ProceduralTexture.prototype, "refreshRate", null);
  81678. return ProceduralTexture;
  81679. }(BABYLON.Texture));
  81680. BABYLON.ProceduralTexture = ProceduralTexture;
  81681. })(BABYLON || (BABYLON = {}));
  81682. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81683. var BABYLON;
  81684. (function (BABYLON) {
  81685. /**
  81686. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81687. * in a given scene.
  81688. */
  81689. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81690. /**
  81691. * Creates a new instance of the component for the given scene
  81692. * @param scene Defines the scene to register the component in
  81693. */
  81694. function ProceduralTextureSceneComponent(scene) {
  81695. /**
  81696. * The component name helpfull to identify the component in the list of scene components.
  81697. */
  81698. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81699. this.scene = scene;
  81700. this.scene.proceduralTextures = new Array();
  81701. scene.layers = new Array();
  81702. }
  81703. /**
  81704. * Registers the component in a given scene
  81705. */
  81706. ProceduralTextureSceneComponent.prototype.register = function () {
  81707. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81708. };
  81709. /**
  81710. * Rebuilds the elements related to this component in case of
  81711. * context lost for instance.
  81712. */
  81713. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81714. // Nothing to do here.
  81715. };
  81716. /**
  81717. * Disposes the component and the associated ressources.
  81718. */
  81719. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81720. // Nothing to do here.
  81721. };
  81722. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81723. if (this.scene.proceduralTexturesEnabled) {
  81724. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81725. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81726. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81727. if (proceduralTexture._shouldRender()) {
  81728. proceduralTexture.render();
  81729. }
  81730. }
  81731. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81732. }
  81733. };
  81734. return ProceduralTextureSceneComponent;
  81735. }());
  81736. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81737. })(BABYLON || (BABYLON = {}));
  81738. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81739. var BABYLON;
  81740. (function (BABYLON) {
  81741. /**
  81742. * 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.
  81743. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81744. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81745. */
  81746. var CustomProceduralTexture = /** @class */ (function (_super) {
  81747. __extends(CustomProceduralTexture, _super);
  81748. /**
  81749. * Instantiates a new Custom Procedural Texture.
  81750. * 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.
  81751. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81752. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81753. * @param name Define the name of the texture
  81754. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81755. * @param size Define the size of the texture to create
  81756. * @param scene Define the scene the texture belongs to
  81757. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81758. * @param generateMipMaps Define if the texture should creates mip maps or not
  81759. */
  81760. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81761. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81762. _this._animate = true;
  81763. _this._time = 0;
  81764. _this._texturePath = texturePath;
  81765. //Try to load json
  81766. _this._loadJson(texturePath);
  81767. _this.refreshRate = 1;
  81768. return _this;
  81769. }
  81770. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81771. var _this = this;
  81772. var noConfigFile = function () {
  81773. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81774. try {
  81775. _this.setFragment(_this._texturePath);
  81776. }
  81777. catch (ex) {
  81778. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81779. }
  81780. };
  81781. var configFileUrl = jsonUrl + "/config.json";
  81782. var xhr = new XMLHttpRequest();
  81783. xhr.open("GET", configFileUrl, true);
  81784. xhr.addEventListener("load", function () {
  81785. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81786. try {
  81787. _this._config = JSON.parse(xhr.response);
  81788. _this.updateShaderUniforms();
  81789. _this.updateTextures();
  81790. _this.setFragment(_this._texturePath + "/custom");
  81791. _this._animate = _this._config.animate;
  81792. _this.refreshRate = _this._config.refreshrate;
  81793. }
  81794. catch (ex) {
  81795. noConfigFile();
  81796. }
  81797. }
  81798. else {
  81799. noConfigFile();
  81800. }
  81801. }, false);
  81802. xhr.addEventListener("error", function () {
  81803. noConfigFile();
  81804. }, false);
  81805. try {
  81806. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81807. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81808. }
  81809. xhr.send();
  81810. }
  81811. catch (ex) {
  81812. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81813. }
  81814. };
  81815. /**
  81816. * Is the texture ready to be used ? (rendered at least once)
  81817. * @returns true if ready, otherwise, false.
  81818. */
  81819. CustomProceduralTexture.prototype.isReady = function () {
  81820. if (!_super.prototype.isReady.call(this)) {
  81821. return false;
  81822. }
  81823. for (var name in this._textures) {
  81824. var texture = this._textures[name];
  81825. if (!texture.isReady()) {
  81826. return false;
  81827. }
  81828. }
  81829. return true;
  81830. };
  81831. /**
  81832. * Render the texture to its associated render target.
  81833. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81834. */
  81835. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81836. var scene = this.getScene();
  81837. if (this._animate && scene) {
  81838. this._time += scene.getAnimationRatio() * 0.03;
  81839. this.updateShaderUniforms();
  81840. }
  81841. _super.prototype.render.call(this, useCameraPostProcess);
  81842. };
  81843. /**
  81844. * Update the list of dependant textures samplers in the shader.
  81845. */
  81846. CustomProceduralTexture.prototype.updateTextures = function () {
  81847. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81848. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81849. }
  81850. };
  81851. /**
  81852. * Update the uniform values of the procedural texture in the shader.
  81853. */
  81854. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81855. if (this._config) {
  81856. for (var j = 0; j < this._config.uniforms.length; j++) {
  81857. var uniform = this._config.uniforms[j];
  81858. switch (uniform.type) {
  81859. case "float":
  81860. this.setFloat(uniform.name, uniform.value);
  81861. break;
  81862. case "color3":
  81863. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81864. break;
  81865. case "color4":
  81866. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81867. break;
  81868. case "vector2":
  81869. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81870. break;
  81871. case "vector3":
  81872. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81873. break;
  81874. }
  81875. }
  81876. }
  81877. this.setFloat("time", this._time);
  81878. };
  81879. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81880. /**
  81881. * Define if the texture animates or not.
  81882. */
  81883. get: function () {
  81884. return this._animate;
  81885. },
  81886. set: function (value) {
  81887. this._animate = value;
  81888. },
  81889. enumerable: true,
  81890. configurable: true
  81891. });
  81892. return CustomProceduralTexture;
  81893. }(BABYLON.ProceduralTexture));
  81894. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81895. })(BABYLON || (BABYLON = {}));
  81896. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81897. var BABYLON;
  81898. (function (BABYLON) {
  81899. /**
  81900. * Manage the gamepad inputs to control a free camera.
  81901. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81902. */
  81903. var FreeCameraGamepadInput = /** @class */ (function () {
  81904. function FreeCameraGamepadInput() {
  81905. /**
  81906. * Defines the gamepad rotation sensiblity.
  81907. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81908. */
  81909. this.gamepadAngularSensibility = 200;
  81910. /**
  81911. * Defines the gamepad move sensiblity.
  81912. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81913. */
  81914. this.gamepadMoveSensibility = 40;
  81915. this._cameraTransform = BABYLON.Matrix.Identity();
  81916. this._deltaTransform = BABYLON.Vector3.Zero();
  81917. this._vector3 = BABYLON.Vector3.Zero();
  81918. this._vector2 = BABYLON.Vector2.Zero();
  81919. }
  81920. /**
  81921. * Attach the input controls to a specific dom element to get the input from.
  81922. * @param element Defines the element the controls should be listened from
  81923. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81924. */
  81925. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81926. var _this = this;
  81927. var manager = this.camera.getScene().gamepadManager;
  81928. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81929. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81930. // prioritize XBOX gamepads.
  81931. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81932. _this.gamepad = gamepad;
  81933. }
  81934. }
  81935. });
  81936. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81937. if (_this.gamepad === gamepad) {
  81938. _this.gamepad = null;
  81939. }
  81940. });
  81941. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81942. };
  81943. /**
  81944. * Detach the current controls from the specified dom element.
  81945. * @param element Defines the element to stop listening the inputs from
  81946. */
  81947. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81948. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81949. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81950. this.gamepad = null;
  81951. };
  81952. /**
  81953. * Update the current camera state depending on the inputs that have been used this frame.
  81954. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81955. */
  81956. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81957. if (this.gamepad && this.gamepad.leftStick) {
  81958. var camera = this.camera;
  81959. var LSValues = this.gamepad.leftStick;
  81960. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81961. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81962. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81963. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81964. var RSValues = this.gamepad.rightStick;
  81965. if (RSValues) {
  81966. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81967. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81968. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81969. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81970. }
  81971. else {
  81972. RSValues = { x: 0, y: 0 };
  81973. }
  81974. if (!camera.rotationQuaternion) {
  81975. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81976. }
  81977. else {
  81978. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81979. }
  81980. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81981. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81982. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81983. camera.cameraDirection.addInPlace(this._deltaTransform);
  81984. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81985. camera.cameraRotation.addInPlace(this._vector2);
  81986. }
  81987. };
  81988. /**
  81989. * Gets the class name of the current intput.
  81990. * @returns the class name
  81991. */
  81992. FreeCameraGamepadInput.prototype.getClassName = function () {
  81993. return "FreeCameraGamepadInput";
  81994. };
  81995. /**
  81996. * Get the friendly name associated with the input class.
  81997. * @returns the input friendly name
  81998. */
  81999. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82000. return "gamepad";
  82001. };
  82002. __decorate([
  82003. BABYLON.serialize()
  82004. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82005. __decorate([
  82006. BABYLON.serialize()
  82007. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82008. return FreeCameraGamepadInput;
  82009. }());
  82010. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82011. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82012. })(BABYLON || (BABYLON = {}));
  82013. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82014. var BABYLON;
  82015. (function (BABYLON) {
  82016. /**
  82017. * Manage the gamepad inputs to control an arc rotate camera.
  82018. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82019. */
  82020. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82021. function ArcRotateCameraGamepadInput() {
  82022. /**
  82023. * Defines the gamepad rotation sensiblity.
  82024. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82025. */
  82026. this.gamepadRotationSensibility = 80;
  82027. /**
  82028. * Defines the gamepad move sensiblity.
  82029. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82030. */
  82031. this.gamepadMoveSensibility = 40;
  82032. }
  82033. /**
  82034. * Attach the input controls to a specific dom element to get the input from.
  82035. * @param element Defines the element the controls should be listened from
  82036. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82037. */
  82038. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82039. var _this = this;
  82040. var manager = this.camera.getScene().gamepadManager;
  82041. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82042. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82043. // prioritize XBOX gamepads.
  82044. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82045. _this.gamepad = gamepad;
  82046. }
  82047. }
  82048. });
  82049. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82050. if (_this.gamepad === gamepad) {
  82051. _this.gamepad = null;
  82052. }
  82053. });
  82054. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82055. };
  82056. /**
  82057. * Detach the current controls from the specified dom element.
  82058. * @param element Defines the element to stop listening the inputs from
  82059. */
  82060. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82061. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82062. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82063. this.gamepad = null;
  82064. };
  82065. /**
  82066. * Update the current camera state depending on the inputs that have been used this frame.
  82067. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82068. */
  82069. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82070. if (this.gamepad) {
  82071. var camera = this.camera;
  82072. var RSValues = this.gamepad.rightStick;
  82073. if (RSValues) {
  82074. if (RSValues.x != 0) {
  82075. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82076. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82077. camera.inertialAlphaOffset += normalizedRX;
  82078. }
  82079. }
  82080. if (RSValues.y != 0) {
  82081. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82082. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82083. camera.inertialBetaOffset += normalizedRY;
  82084. }
  82085. }
  82086. }
  82087. var LSValues = this.gamepad.leftStick;
  82088. if (LSValues && LSValues.y != 0) {
  82089. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82090. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82091. this.camera.inertialRadiusOffset -= normalizedLY;
  82092. }
  82093. }
  82094. }
  82095. };
  82096. /**
  82097. * Gets the class name of the current intput.
  82098. * @returns the class name
  82099. */
  82100. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82101. return "ArcRotateCameraGamepadInput";
  82102. };
  82103. /**
  82104. * Get the friendly name associated with the input class.
  82105. * @returns the input friendly name
  82106. */
  82107. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82108. return "gamepad";
  82109. };
  82110. __decorate([
  82111. BABYLON.serialize()
  82112. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82113. __decorate([
  82114. BABYLON.serialize()
  82115. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82116. return ArcRotateCameraGamepadInput;
  82117. }());
  82118. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82119. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82120. })(BABYLON || (BABYLON = {}));
  82121. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82122. var BABYLON;
  82123. (function (BABYLON) {
  82124. /**
  82125. * Manager for handling gamepads
  82126. */
  82127. var GamepadManager = /** @class */ (function () {
  82128. /**
  82129. * Initializes the gamepad manager
  82130. * @param _scene BabylonJS scene
  82131. */
  82132. function GamepadManager(_scene) {
  82133. var _this = this;
  82134. this._scene = _scene;
  82135. this._babylonGamepads = [];
  82136. this._oneGamepadConnected = false;
  82137. /** @hidden */
  82138. this._isMonitoring = false;
  82139. /**
  82140. * observable to be triggered when the gamepad controller has been disconnected
  82141. */
  82142. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82143. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82144. this._gamepadEventSupported = false;
  82145. }
  82146. else {
  82147. this._gamepadEventSupported = 'GamepadEvent' in window;
  82148. this._gamepadSupport = (navigator.getGamepads ||
  82149. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82150. }
  82151. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82152. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82153. for (var i in _this._babylonGamepads) {
  82154. var gamepad = _this._babylonGamepads[i];
  82155. if (gamepad && gamepad._isConnected) {
  82156. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82157. }
  82158. }
  82159. });
  82160. this._onGamepadConnectedEvent = function (evt) {
  82161. var gamepad = evt.gamepad;
  82162. if (gamepad.index in _this._babylonGamepads) {
  82163. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82164. return;
  82165. }
  82166. }
  82167. var newGamepad;
  82168. if (_this._babylonGamepads[gamepad.index]) {
  82169. newGamepad = _this._babylonGamepads[gamepad.index];
  82170. newGamepad.browserGamepad = gamepad;
  82171. newGamepad._isConnected = true;
  82172. }
  82173. else {
  82174. newGamepad = _this._addNewGamepad(gamepad);
  82175. }
  82176. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82177. _this._startMonitoringGamepads();
  82178. };
  82179. this._onGamepadDisconnectedEvent = function (evt) {
  82180. var gamepad = evt.gamepad;
  82181. // Remove the gamepad from the list of gamepads to monitor.
  82182. for (var i in _this._babylonGamepads) {
  82183. if (_this._babylonGamepads[i].index === gamepad.index) {
  82184. var disconnectedGamepad = _this._babylonGamepads[i];
  82185. disconnectedGamepad._isConnected = false;
  82186. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82187. break;
  82188. }
  82189. }
  82190. };
  82191. if (this._gamepadSupport) {
  82192. //first add already-connected gamepads
  82193. this._updateGamepadObjects();
  82194. if (this._babylonGamepads.length) {
  82195. this._startMonitoringGamepads();
  82196. }
  82197. // Checking if the gamepad connected event is supported (like in Firefox)
  82198. if (this._gamepadEventSupported) {
  82199. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82200. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82201. }
  82202. else {
  82203. this._startMonitoringGamepads();
  82204. }
  82205. }
  82206. }
  82207. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82208. /**
  82209. * The gamepads in the game pad manager
  82210. */
  82211. get: function () {
  82212. return this._babylonGamepads;
  82213. },
  82214. enumerable: true,
  82215. configurable: true
  82216. });
  82217. /**
  82218. * Get the gamepad controllers based on type
  82219. * @param type The type of gamepad controller
  82220. * @returns Nullable gamepad
  82221. */
  82222. GamepadManager.prototype.getGamepadByType = function (type) {
  82223. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82224. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82225. var gamepad = _a[_i];
  82226. if (gamepad && gamepad.type === type) {
  82227. return gamepad;
  82228. }
  82229. }
  82230. return null;
  82231. };
  82232. /**
  82233. * Disposes the gamepad manager
  82234. */
  82235. GamepadManager.prototype.dispose = function () {
  82236. if (this._gamepadEventSupported) {
  82237. if (this._onGamepadConnectedEvent) {
  82238. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82239. }
  82240. if (this._onGamepadDisconnectedEvent) {
  82241. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82242. }
  82243. this._onGamepadConnectedEvent = null;
  82244. this._onGamepadDisconnectedEvent = null;
  82245. }
  82246. this._babylonGamepads.forEach(function (gamepad) {
  82247. gamepad.dispose();
  82248. });
  82249. this.onGamepadConnectedObservable.clear();
  82250. this.onGamepadDisconnectedObservable.clear();
  82251. this._oneGamepadConnected = false;
  82252. this._stopMonitoringGamepads();
  82253. this._babylonGamepads = [];
  82254. };
  82255. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82256. if (!this._oneGamepadConnected) {
  82257. this._oneGamepadConnected = true;
  82258. }
  82259. var newGamepad;
  82260. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82261. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82262. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82263. }
  82264. // if pose is supported, use the (WebVR) pose enabled controller
  82265. else if (gamepad.pose) {
  82266. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82267. }
  82268. else {
  82269. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82270. }
  82271. this._babylonGamepads[newGamepad.index] = newGamepad;
  82272. return newGamepad;
  82273. };
  82274. GamepadManager.prototype._startMonitoringGamepads = function () {
  82275. if (!this._isMonitoring) {
  82276. this._isMonitoring = true;
  82277. //back-comp
  82278. if (!this._scene) {
  82279. this._checkGamepadsStatus();
  82280. }
  82281. }
  82282. };
  82283. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82284. this._isMonitoring = false;
  82285. };
  82286. /** @hidden */
  82287. GamepadManager.prototype._checkGamepadsStatus = function () {
  82288. var _this = this;
  82289. // Hack to be compatible Chrome
  82290. this._updateGamepadObjects();
  82291. for (var i in this._babylonGamepads) {
  82292. var gamepad = this._babylonGamepads[i];
  82293. if (!gamepad || !gamepad.isConnected) {
  82294. continue;
  82295. }
  82296. gamepad.update();
  82297. }
  82298. if (this._isMonitoring && !this._scene) {
  82299. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82300. }
  82301. };
  82302. // This function is called only on Chrome, which does not properly support
  82303. // connection/disconnection events and forces you to recopy again the gamepad object
  82304. GamepadManager.prototype._updateGamepadObjects = function () {
  82305. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82306. for (var i = 0; i < gamepads.length; i++) {
  82307. var gamepad = gamepads[i];
  82308. if (gamepad) {
  82309. if (!this._babylonGamepads[gamepad.index]) {
  82310. var newGamepad = this._addNewGamepad(gamepad);
  82311. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82312. }
  82313. else {
  82314. // Forced to copy again this object for Chrome for unknown reason
  82315. this._babylonGamepads[i].browserGamepad = gamepad;
  82316. if (!this._babylonGamepads[i].isConnected) {
  82317. this._babylonGamepads[i]._isConnected = true;
  82318. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82319. }
  82320. }
  82321. }
  82322. }
  82323. };
  82324. return GamepadManager;
  82325. }());
  82326. BABYLON.GamepadManager = GamepadManager;
  82327. })(BABYLON || (BABYLON = {}));
  82328. //# sourceMappingURL=babylon.gamepadManager.js.map
  82329. var BABYLON;
  82330. (function (BABYLON) {
  82331. /**
  82332. * Represents a gamepad control stick position
  82333. */
  82334. var StickValues = /** @class */ (function () {
  82335. /**
  82336. * Initializes the gamepad x and y control stick values
  82337. * @param x The x component of the gamepad control stick value
  82338. * @param y The y component of the gamepad control stick value
  82339. */
  82340. function StickValues(
  82341. /**
  82342. * The x component of the control stick
  82343. */
  82344. x,
  82345. /**
  82346. * The y component of the control stick
  82347. */
  82348. y) {
  82349. this.x = x;
  82350. this.y = y;
  82351. }
  82352. return StickValues;
  82353. }());
  82354. BABYLON.StickValues = StickValues;
  82355. /**
  82356. * Represents a gamepad
  82357. */
  82358. var Gamepad = /** @class */ (function () {
  82359. /**
  82360. * Initializes the gamepad
  82361. * @param id The id of the gamepad
  82362. * @param index The index of the gamepad
  82363. * @param browserGamepad The browser gamepad
  82364. * @param leftStickX The x component of the left joystick
  82365. * @param leftStickY The y component of the left joystick
  82366. * @param rightStickX The x component of the right joystick
  82367. * @param rightStickY The y component of the right joystick
  82368. */
  82369. function Gamepad(
  82370. /**
  82371. * The id of the gamepad
  82372. */
  82373. id,
  82374. /**
  82375. * The index of the gamepad
  82376. */
  82377. index,
  82378. /**
  82379. * The browser gamepad
  82380. */
  82381. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82382. if (leftStickX === void 0) { leftStickX = 0; }
  82383. if (leftStickY === void 0) { leftStickY = 1; }
  82384. if (rightStickX === void 0) { rightStickX = 2; }
  82385. if (rightStickY === void 0) { rightStickY = 3; }
  82386. this.id = id;
  82387. this.index = index;
  82388. this.browserGamepad = browserGamepad;
  82389. this._leftStick = { x: 0, y: 0 };
  82390. this._rightStick = { x: 0, y: 0 };
  82391. /** @hidden */
  82392. this._isConnected = true;
  82393. /**
  82394. * Specifies whether the left control stick should be Y-inverted
  82395. */
  82396. this._invertLeftStickY = false;
  82397. this.type = Gamepad.GAMEPAD;
  82398. this._leftStickAxisX = leftStickX;
  82399. this._leftStickAxisY = leftStickY;
  82400. this._rightStickAxisX = rightStickX;
  82401. this._rightStickAxisY = rightStickY;
  82402. if (this.browserGamepad.axes.length >= 2) {
  82403. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82404. }
  82405. if (this.browserGamepad.axes.length >= 4) {
  82406. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82407. }
  82408. }
  82409. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82410. /**
  82411. * Specifies if the gamepad has been connected
  82412. */
  82413. get: function () {
  82414. return this._isConnected;
  82415. },
  82416. enumerable: true,
  82417. configurable: true
  82418. });
  82419. /**
  82420. * Callback triggered when the left joystick has changed
  82421. * @param callback
  82422. */
  82423. Gamepad.prototype.onleftstickchanged = function (callback) {
  82424. this._onleftstickchanged = callback;
  82425. };
  82426. /**
  82427. * Callback triggered when the right joystick has changed
  82428. * @param callback
  82429. */
  82430. Gamepad.prototype.onrightstickchanged = function (callback) {
  82431. this._onrightstickchanged = callback;
  82432. };
  82433. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82434. /**
  82435. * Gets the left joystick
  82436. */
  82437. get: function () {
  82438. return this._leftStick;
  82439. },
  82440. /**
  82441. * Sets the left joystick values
  82442. */
  82443. set: function (newValues) {
  82444. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82445. this._onleftstickchanged(newValues);
  82446. }
  82447. this._leftStick = newValues;
  82448. },
  82449. enumerable: true,
  82450. configurable: true
  82451. });
  82452. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82453. /**
  82454. * Gets the right joystick
  82455. */
  82456. get: function () {
  82457. return this._rightStick;
  82458. },
  82459. /**
  82460. * Sets the right joystick value
  82461. */
  82462. set: function (newValues) {
  82463. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82464. this._onrightstickchanged(newValues);
  82465. }
  82466. this._rightStick = newValues;
  82467. },
  82468. enumerable: true,
  82469. configurable: true
  82470. });
  82471. /**
  82472. * Updates the gamepad joystick positions
  82473. */
  82474. Gamepad.prototype.update = function () {
  82475. if (this._leftStick) {
  82476. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82477. if (this._invertLeftStickY) {
  82478. this.leftStick.y *= -1;
  82479. }
  82480. }
  82481. if (this._rightStick) {
  82482. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82483. }
  82484. };
  82485. /**
  82486. * Disposes the gamepad
  82487. */
  82488. Gamepad.prototype.dispose = function () {
  82489. };
  82490. /**
  82491. * Represents a gamepad controller
  82492. */
  82493. Gamepad.GAMEPAD = 0;
  82494. /**
  82495. * Represents a generic controller
  82496. */
  82497. Gamepad.GENERIC = 1;
  82498. /**
  82499. * Represents an XBox controller
  82500. */
  82501. Gamepad.XBOX = 2;
  82502. /**
  82503. * Represents a pose-enabled controller
  82504. */
  82505. Gamepad.POSE_ENABLED = 3;
  82506. return Gamepad;
  82507. }());
  82508. BABYLON.Gamepad = Gamepad;
  82509. /**
  82510. * Represents a generic gamepad
  82511. */
  82512. var GenericPad = /** @class */ (function (_super) {
  82513. __extends(GenericPad, _super);
  82514. /**
  82515. * Initializes the generic gamepad
  82516. * @param id The id of the generic gamepad
  82517. * @param index The index of the generic gamepad
  82518. * @param browserGamepad The browser gamepad
  82519. */
  82520. function GenericPad(id, index, browserGamepad) {
  82521. var _this = _super.call(this, id, index, browserGamepad) || this;
  82522. /**
  82523. * Observable triggered when a button has been pressed
  82524. */
  82525. _this.onButtonDownObservable = new BABYLON.Observable();
  82526. /**
  82527. * Observable triggered when a button has been released
  82528. */
  82529. _this.onButtonUpObservable = new BABYLON.Observable();
  82530. _this.type = Gamepad.GENERIC;
  82531. _this._buttons = new Array(browserGamepad.buttons.length);
  82532. return _this;
  82533. }
  82534. /**
  82535. * Callback triggered when a button has been pressed
  82536. * @param callback Called when a button has been pressed
  82537. */
  82538. GenericPad.prototype.onbuttondown = function (callback) {
  82539. this._onbuttondown = callback;
  82540. };
  82541. /**
  82542. * Callback triggered when a button has been released
  82543. * @param callback Called when a button has been released
  82544. */
  82545. GenericPad.prototype.onbuttonup = function (callback) {
  82546. this._onbuttonup = callback;
  82547. };
  82548. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82549. if (newValue !== currentValue) {
  82550. if (newValue === 1) {
  82551. if (this._onbuttondown) {
  82552. this._onbuttondown(buttonIndex);
  82553. }
  82554. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82555. }
  82556. if (newValue === 0) {
  82557. if (this._onbuttonup) {
  82558. this._onbuttonup(buttonIndex);
  82559. }
  82560. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82561. }
  82562. }
  82563. return newValue;
  82564. };
  82565. /**
  82566. * Updates the generic gamepad
  82567. */
  82568. GenericPad.prototype.update = function () {
  82569. _super.prototype.update.call(this);
  82570. for (var index = 0; index < this._buttons.length; index++) {
  82571. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82572. }
  82573. };
  82574. /**
  82575. * Disposes the generic gamepad
  82576. */
  82577. GenericPad.prototype.dispose = function () {
  82578. _super.prototype.dispose.call(this);
  82579. this.onButtonDownObservable.clear();
  82580. this.onButtonUpObservable.clear();
  82581. };
  82582. return GenericPad;
  82583. }(Gamepad));
  82584. BABYLON.GenericPad = GenericPad;
  82585. })(BABYLON || (BABYLON = {}));
  82586. //# sourceMappingURL=babylon.gamepad.js.map
  82587. var BABYLON;
  82588. (function (BABYLON) {
  82589. /**
  82590. * Defines supported buttons for XBox360 compatible gamepads
  82591. */
  82592. var Xbox360Button;
  82593. (function (Xbox360Button) {
  82594. /** A */
  82595. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82596. /** B */
  82597. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82598. /** X */
  82599. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82600. /** Y */
  82601. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82602. /** Start */
  82603. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82604. /** Back */
  82605. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82606. /** Left button */
  82607. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82608. /** Right button */
  82609. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82610. /** Left stick */
  82611. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82612. /** Right stick */
  82613. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82614. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82615. /** Defines values for XBox360 DPad */
  82616. var Xbox360Dpad;
  82617. (function (Xbox360Dpad) {
  82618. /** Up */
  82619. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82620. /** Down */
  82621. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82622. /** Left */
  82623. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82624. /** Right */
  82625. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82626. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82627. /**
  82628. * Defines a XBox360 gamepad
  82629. */
  82630. var Xbox360Pad = /** @class */ (function (_super) {
  82631. __extends(Xbox360Pad, _super);
  82632. /**
  82633. * Creates a new XBox360 gamepad object
  82634. * @param id defines the id of this gamepad
  82635. * @param index defines its index
  82636. * @param gamepad defines the internal HTML gamepad object
  82637. * @param xboxOne defines if it is a XBox One gamepad
  82638. */
  82639. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82640. if (xboxOne === void 0) { xboxOne = false; }
  82641. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82642. _this._leftTrigger = 0;
  82643. _this._rightTrigger = 0;
  82644. /** Observable raised when a button is pressed */
  82645. _this.onButtonDownObservable = new BABYLON.Observable();
  82646. /** Observable raised when a button is released */
  82647. _this.onButtonUpObservable = new BABYLON.Observable();
  82648. /** Observable raised when a pad is pressed */
  82649. _this.onPadDownObservable = new BABYLON.Observable();
  82650. /** Observable raised when a pad is released */
  82651. _this.onPadUpObservable = new BABYLON.Observable();
  82652. _this._buttonA = 0;
  82653. _this._buttonB = 0;
  82654. _this._buttonX = 0;
  82655. _this._buttonY = 0;
  82656. _this._buttonBack = 0;
  82657. _this._buttonStart = 0;
  82658. _this._buttonLB = 0;
  82659. _this._buttonRB = 0;
  82660. _this._buttonLeftStick = 0;
  82661. _this._buttonRightStick = 0;
  82662. _this._dPadUp = 0;
  82663. _this._dPadDown = 0;
  82664. _this._dPadLeft = 0;
  82665. _this._dPadRight = 0;
  82666. _this._isXboxOnePad = false;
  82667. _this.type = BABYLON.Gamepad.XBOX;
  82668. _this._isXboxOnePad = xboxOne;
  82669. return _this;
  82670. }
  82671. /**
  82672. * Defines the callback to call when left trigger is pressed
  82673. * @param callback defines the callback to use
  82674. */
  82675. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82676. this._onlefttriggerchanged = callback;
  82677. };
  82678. /**
  82679. * Defines the callback to call when right trigger is pressed
  82680. * @param callback defines the callback to use
  82681. */
  82682. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82683. this._onrighttriggerchanged = callback;
  82684. };
  82685. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82686. /**
  82687. * Gets the left trigger value
  82688. */
  82689. get: function () {
  82690. return this._leftTrigger;
  82691. },
  82692. /**
  82693. * Sets the left trigger value
  82694. */
  82695. set: function (newValue) {
  82696. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82697. this._onlefttriggerchanged(newValue);
  82698. }
  82699. this._leftTrigger = newValue;
  82700. },
  82701. enumerable: true,
  82702. configurable: true
  82703. });
  82704. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82705. /**
  82706. * Gets the right trigger value
  82707. */
  82708. get: function () {
  82709. return this._rightTrigger;
  82710. },
  82711. /**
  82712. * Sets the right trigger value
  82713. */
  82714. set: function (newValue) {
  82715. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82716. this._onrighttriggerchanged(newValue);
  82717. }
  82718. this._rightTrigger = newValue;
  82719. },
  82720. enumerable: true,
  82721. configurable: true
  82722. });
  82723. /**
  82724. * Defines the callback to call when a button is pressed
  82725. * @param callback defines the callback to use
  82726. */
  82727. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82728. this._onbuttondown = callback;
  82729. };
  82730. /**
  82731. * Defines the callback to call when a button is released
  82732. * @param callback defines the callback to use
  82733. */
  82734. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82735. this._onbuttonup = callback;
  82736. };
  82737. /**
  82738. * Defines the callback to call when a pad is pressed
  82739. * @param callback defines the callback to use
  82740. */
  82741. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82742. this._ondpaddown = callback;
  82743. };
  82744. /**
  82745. * Defines the callback to call when a pad is released
  82746. * @param callback defines the callback to use
  82747. */
  82748. Xbox360Pad.prototype.ondpadup = function (callback) {
  82749. this._ondpadup = callback;
  82750. };
  82751. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82752. if (newValue !== currentValue) {
  82753. if (newValue === 1) {
  82754. if (this._onbuttondown) {
  82755. this._onbuttondown(buttonType);
  82756. }
  82757. this.onButtonDownObservable.notifyObservers(buttonType);
  82758. }
  82759. if (newValue === 0) {
  82760. if (this._onbuttonup) {
  82761. this._onbuttonup(buttonType);
  82762. }
  82763. this.onButtonUpObservable.notifyObservers(buttonType);
  82764. }
  82765. }
  82766. return newValue;
  82767. };
  82768. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82769. if (newValue !== currentValue) {
  82770. if (newValue === 1) {
  82771. if (this._ondpaddown) {
  82772. this._ondpaddown(buttonType);
  82773. }
  82774. this.onPadDownObservable.notifyObservers(buttonType);
  82775. }
  82776. if (newValue === 0) {
  82777. if (this._ondpadup) {
  82778. this._ondpadup(buttonType);
  82779. }
  82780. this.onPadUpObservable.notifyObservers(buttonType);
  82781. }
  82782. }
  82783. return newValue;
  82784. };
  82785. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82786. /**
  82787. * Gets the value of the `A` button
  82788. */
  82789. get: function () {
  82790. return this._buttonA;
  82791. },
  82792. /**
  82793. * Sets the value of the `A` button
  82794. */
  82795. set: function (value) {
  82796. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82797. },
  82798. enumerable: true,
  82799. configurable: true
  82800. });
  82801. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82802. /**
  82803. * Gets the value of the `B` button
  82804. */
  82805. get: function () {
  82806. return this._buttonB;
  82807. },
  82808. /**
  82809. * Sets the value of the `B` button
  82810. */
  82811. set: function (value) {
  82812. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82813. },
  82814. enumerable: true,
  82815. configurable: true
  82816. });
  82817. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82818. /**
  82819. * Gets the value of the `X` button
  82820. */
  82821. get: function () {
  82822. return this._buttonX;
  82823. },
  82824. /**
  82825. * Sets the value of the `X` button
  82826. */
  82827. set: function (value) {
  82828. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82829. },
  82830. enumerable: true,
  82831. configurable: true
  82832. });
  82833. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82834. /**
  82835. * Gets the value of the `Y` button
  82836. */
  82837. get: function () {
  82838. return this._buttonY;
  82839. },
  82840. /**
  82841. * Sets the value of the `Y` button
  82842. */
  82843. set: function (value) {
  82844. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82845. },
  82846. enumerable: true,
  82847. configurable: true
  82848. });
  82849. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82850. /**
  82851. * Gets the value of the `Start` button
  82852. */
  82853. get: function () {
  82854. return this._buttonStart;
  82855. },
  82856. /**
  82857. * Sets the value of the `Start` button
  82858. */
  82859. set: function (value) {
  82860. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82861. },
  82862. enumerable: true,
  82863. configurable: true
  82864. });
  82865. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82866. /**
  82867. * Gets the value of the `Back` button
  82868. */
  82869. get: function () {
  82870. return this._buttonBack;
  82871. },
  82872. /**
  82873. * Sets the value of the `Back` button
  82874. */
  82875. set: function (value) {
  82876. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82877. },
  82878. enumerable: true,
  82879. configurable: true
  82880. });
  82881. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82882. /**
  82883. * Gets the value of the `Left` button
  82884. */
  82885. get: function () {
  82886. return this._buttonLB;
  82887. },
  82888. /**
  82889. * Sets the value of the `Left` button
  82890. */
  82891. set: function (value) {
  82892. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82893. },
  82894. enumerable: true,
  82895. configurable: true
  82896. });
  82897. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82898. /**
  82899. * Gets the value of the `Right` button
  82900. */
  82901. get: function () {
  82902. return this._buttonRB;
  82903. },
  82904. /**
  82905. * Sets the value of the `Right` button
  82906. */
  82907. set: function (value) {
  82908. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82909. },
  82910. enumerable: true,
  82911. configurable: true
  82912. });
  82913. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82914. /**
  82915. * Gets the value of the Left joystick
  82916. */
  82917. get: function () {
  82918. return this._buttonLeftStick;
  82919. },
  82920. /**
  82921. * Sets the value of the Left joystick
  82922. */
  82923. set: function (value) {
  82924. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82925. },
  82926. enumerable: true,
  82927. configurable: true
  82928. });
  82929. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82930. /**
  82931. * Gets the value of the Right joystick
  82932. */
  82933. get: function () {
  82934. return this._buttonRightStick;
  82935. },
  82936. /**
  82937. * Sets the value of the Right joystick
  82938. */
  82939. set: function (value) {
  82940. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82941. },
  82942. enumerable: true,
  82943. configurable: true
  82944. });
  82945. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82946. /**
  82947. * Gets the value of D-pad up
  82948. */
  82949. get: function () {
  82950. return this._dPadUp;
  82951. },
  82952. /**
  82953. * Sets the value of D-pad up
  82954. */
  82955. set: function (value) {
  82956. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82957. },
  82958. enumerable: true,
  82959. configurable: true
  82960. });
  82961. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82962. /**
  82963. * Gets the value of D-pad down
  82964. */
  82965. get: function () {
  82966. return this._dPadDown;
  82967. },
  82968. /**
  82969. * Sets the value of D-pad down
  82970. */
  82971. set: function (value) {
  82972. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82973. },
  82974. enumerable: true,
  82975. configurable: true
  82976. });
  82977. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82978. /**
  82979. * Gets the value of D-pad left
  82980. */
  82981. get: function () {
  82982. return this._dPadLeft;
  82983. },
  82984. /**
  82985. * Sets the value of D-pad left
  82986. */
  82987. set: function (value) {
  82988. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82989. },
  82990. enumerable: true,
  82991. configurable: true
  82992. });
  82993. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82994. /**
  82995. * Gets the value of D-pad right
  82996. */
  82997. get: function () {
  82998. return this._dPadRight;
  82999. },
  83000. /**
  83001. * Sets the value of D-pad right
  83002. */
  83003. set: function (value) {
  83004. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83005. },
  83006. enumerable: true,
  83007. configurable: true
  83008. });
  83009. /**
  83010. * Force the gamepad to synchronize with device values
  83011. */
  83012. Xbox360Pad.prototype.update = function () {
  83013. _super.prototype.update.call(this);
  83014. if (this._isXboxOnePad) {
  83015. this.buttonA = this.browserGamepad.buttons[0].value;
  83016. this.buttonB = this.browserGamepad.buttons[1].value;
  83017. this.buttonX = this.browserGamepad.buttons[2].value;
  83018. this.buttonY = this.browserGamepad.buttons[3].value;
  83019. this.buttonLB = this.browserGamepad.buttons[4].value;
  83020. this.buttonRB = this.browserGamepad.buttons[5].value;
  83021. this.leftTrigger = this.browserGamepad.axes[2];
  83022. this.rightTrigger = this.browserGamepad.axes[5];
  83023. this.buttonBack = this.browserGamepad.buttons[9].value;
  83024. this.buttonStart = this.browserGamepad.buttons[8].value;
  83025. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83026. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83027. this.dPadUp = this.browserGamepad.buttons[11].value;
  83028. this.dPadDown = this.browserGamepad.buttons[12].value;
  83029. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83030. this.dPadRight = this.browserGamepad.buttons[14].value;
  83031. }
  83032. else {
  83033. this.buttonA = this.browserGamepad.buttons[0].value;
  83034. this.buttonB = this.browserGamepad.buttons[1].value;
  83035. this.buttonX = this.browserGamepad.buttons[2].value;
  83036. this.buttonY = this.browserGamepad.buttons[3].value;
  83037. this.buttonLB = this.browserGamepad.buttons[4].value;
  83038. this.buttonRB = this.browserGamepad.buttons[5].value;
  83039. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83040. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83041. this.buttonBack = this.browserGamepad.buttons[8].value;
  83042. this.buttonStart = this.browserGamepad.buttons[9].value;
  83043. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83044. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83045. this.dPadUp = this.browserGamepad.buttons[12].value;
  83046. this.dPadDown = this.browserGamepad.buttons[13].value;
  83047. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83048. this.dPadRight = this.browserGamepad.buttons[15].value;
  83049. }
  83050. };
  83051. /**
  83052. * Disposes the gamepad
  83053. */
  83054. Xbox360Pad.prototype.dispose = function () {
  83055. _super.prototype.dispose.call(this);
  83056. this.onButtonDownObservable.clear();
  83057. this.onButtonUpObservable.clear();
  83058. this.onPadDownObservable.clear();
  83059. this.onPadUpObservable.clear();
  83060. };
  83061. return Xbox360Pad;
  83062. }(BABYLON.Gamepad));
  83063. BABYLON.Xbox360Pad = Xbox360Pad;
  83064. })(BABYLON || (BABYLON = {}));
  83065. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83066. var BABYLON;
  83067. (function (BABYLON) {
  83068. /**
  83069. * Defines the types of pose enabled controllers that are supported
  83070. */
  83071. var PoseEnabledControllerType;
  83072. (function (PoseEnabledControllerType) {
  83073. /**
  83074. * HTC Vive
  83075. */
  83076. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83077. /**
  83078. * Oculus Rift
  83079. */
  83080. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83081. /**
  83082. * Windows mixed reality
  83083. */
  83084. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83085. /**
  83086. * Samsung gear VR
  83087. */
  83088. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83089. /**
  83090. * Google Daydream
  83091. */
  83092. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83093. /**
  83094. * Generic
  83095. */
  83096. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83097. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83098. /**
  83099. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83100. */
  83101. var PoseEnabledControllerHelper = /** @class */ (function () {
  83102. function PoseEnabledControllerHelper() {
  83103. }
  83104. /**
  83105. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83106. * @param vrGamepad the gamepad to initialized
  83107. * @returns a vr controller of the type the gamepad identified as
  83108. */
  83109. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83110. // Oculus Touch
  83111. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83112. return new BABYLON.OculusTouchController(vrGamepad);
  83113. }
  83114. // Windows Mixed Reality controllers
  83115. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83116. return new BABYLON.WindowsMotionController(vrGamepad);
  83117. }
  83118. // HTC Vive
  83119. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83120. return new BABYLON.ViveController(vrGamepad);
  83121. }
  83122. // Samsung/Oculus Gear VR or Oculus Go
  83123. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83124. return new BABYLON.GearVRController(vrGamepad);
  83125. }
  83126. // Google Daydream
  83127. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83128. return new BABYLON.DaydreamController(vrGamepad);
  83129. }
  83130. // Generic
  83131. else {
  83132. return new BABYLON.GenericController(vrGamepad);
  83133. }
  83134. };
  83135. return PoseEnabledControllerHelper;
  83136. }());
  83137. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83138. /**
  83139. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83140. */
  83141. var PoseEnabledController = /** @class */ (function (_super) {
  83142. __extends(PoseEnabledController, _super);
  83143. /**
  83144. * Creates a new PoseEnabledController from a gamepad
  83145. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83146. */
  83147. function PoseEnabledController(browserGamepad) {
  83148. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83149. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83150. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83151. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83152. /**
  83153. * The device position in babylon space
  83154. */
  83155. _this.devicePosition = BABYLON.Vector3.Zero();
  83156. /**
  83157. * The device rotation in babylon space
  83158. */
  83159. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83160. /**
  83161. * The scale factor of the device in babylon space
  83162. */
  83163. _this.deviceScaleFactor = 1;
  83164. // Used to convert 6dof controllers to 3dof
  83165. _this._trackPosition = true;
  83166. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83167. _this._draggedRoomRotation = 0;
  83168. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83169. /**
  83170. * Internal, matrix used to convert room space to babylon space
  83171. * @hidden
  83172. */
  83173. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83174. /**
  83175. * Node to be used when casting a ray from the controller
  83176. * @hidden
  83177. */
  83178. _this._pointingPoseNode = null;
  83179. _this._workingMatrix = BABYLON.Matrix.Identity();
  83180. /**
  83181. * @hidden
  83182. */
  83183. _this._meshAttachedObservable = new BABYLON.Observable();
  83184. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83185. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83186. _this.position = BABYLON.Vector3.Zero();
  83187. _this.rotationQuaternion = new BABYLON.Quaternion();
  83188. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83189. _this._calculatedRotation = new BABYLON.Quaternion();
  83190. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83191. return _this;
  83192. }
  83193. /**
  83194. * @hidden
  83195. */
  83196. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83197. if (this._trackPosition) {
  83198. this._calculatedPosition.copyFrom(fixedPosition);
  83199. this._trackPosition = false;
  83200. }
  83201. };
  83202. /**
  83203. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83204. */
  83205. PoseEnabledController.prototype.update = function () {
  83206. _super.prototype.update.call(this);
  83207. this._updatePoseAndMesh();
  83208. };
  83209. /**
  83210. * Updates only the pose device and mesh without doing any button event checking
  83211. */
  83212. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83213. var pose = this.browserGamepad.pose;
  83214. this.updateFromDevice(pose);
  83215. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83216. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83217. camera._computeDevicePosition();
  83218. this._deviceToWorld.setTranslation(camera.devicePosition);
  83219. if (camera.deviceRotationQuaternion) {
  83220. var camera = camera;
  83221. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83222. // Find the radian distance away that the headset is from the controllers rotation
  83223. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83224. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83225. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83226. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83227. this._draggedRoomRotation += rotationAmount;
  83228. // Rotate controller around headset
  83229. var sin = Math.sin(-rotationAmount);
  83230. var cos = Math.cos(-rotationAmount);
  83231. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83232. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83233. }
  83234. }
  83235. }
  83236. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83237. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83238. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83239. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83240. if (this._mesh) {
  83241. this._mesh.position.copyFrom(this.devicePosition);
  83242. if (this._mesh.rotationQuaternion) {
  83243. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83244. }
  83245. }
  83246. };
  83247. /**
  83248. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83249. * @param poseData raw pose fromthe device
  83250. */
  83251. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83252. if (poseData) {
  83253. this.rawPose = poseData;
  83254. if (poseData.position) {
  83255. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83256. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83257. this._deviceRoomPosition.z *= -1;
  83258. }
  83259. if (this._trackPosition) {
  83260. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83261. }
  83262. this._calculatedPosition.addInPlace(this.position);
  83263. }
  83264. var pose = this.rawPose;
  83265. if (poseData.orientation && pose.orientation) {
  83266. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83267. if (this._mesh) {
  83268. if (this._mesh.getScene().useRightHandedSystem) {
  83269. this._deviceRoomRotationQuaternion.z *= -1;
  83270. this._deviceRoomRotationQuaternion.w *= -1;
  83271. }
  83272. else {
  83273. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83274. }
  83275. }
  83276. // if the camera is set, rotate to the camera's rotation
  83277. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83278. }
  83279. }
  83280. };
  83281. /**
  83282. * Attaches a mesh to the controller
  83283. * @param mesh the mesh to be attached
  83284. */
  83285. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83286. if (this._mesh) {
  83287. this._mesh.parent = null;
  83288. }
  83289. this._mesh = mesh;
  83290. if (this._poseControlledCamera) {
  83291. this._mesh.parent = this._poseControlledCamera;
  83292. }
  83293. if (!this._mesh.rotationQuaternion) {
  83294. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83295. }
  83296. // 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
  83297. this._updatePoseAndMesh();
  83298. if (this._pointingPoseNode) {
  83299. var parents = [];
  83300. var obj = this._pointingPoseNode;
  83301. while (obj.parent) {
  83302. parents.push(obj.parent);
  83303. obj = obj.parent;
  83304. }
  83305. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83306. }
  83307. this._meshAttachedObservable.notifyObservers(mesh);
  83308. };
  83309. /**
  83310. * Attaches the controllers mesh to a camera
  83311. * @param camera the camera the mesh should be attached to
  83312. */
  83313. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83314. this._poseControlledCamera = camera;
  83315. if (this._mesh) {
  83316. this._mesh.parent = this._poseControlledCamera;
  83317. }
  83318. };
  83319. /**
  83320. * Disposes of the controller
  83321. */
  83322. PoseEnabledController.prototype.dispose = function () {
  83323. if (this._mesh) {
  83324. this._mesh.dispose();
  83325. }
  83326. this._mesh = null;
  83327. _super.prototype.dispose.call(this);
  83328. };
  83329. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83330. /**
  83331. * The mesh that is attached to the controller
  83332. */
  83333. get: function () {
  83334. return this._mesh;
  83335. },
  83336. enumerable: true,
  83337. configurable: true
  83338. });
  83339. /**
  83340. * Gets the ray of the controller in the direction the controller is pointing
  83341. * @param length the length the resulting ray should be
  83342. * @returns a ray in the direction the controller is pointing
  83343. */
  83344. PoseEnabledController.prototype.getForwardRay = function (length) {
  83345. if (length === void 0) { length = 100; }
  83346. if (!this.mesh) {
  83347. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83348. }
  83349. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83350. var origin = m.getTranslation();
  83351. var forward = new BABYLON.Vector3(0, 0, -1);
  83352. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83353. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83354. return new BABYLON.Ray(origin, direction, length);
  83355. };
  83356. /**
  83357. * Name of the child mesh that can be used to cast a ray from the controller
  83358. */
  83359. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83360. return PoseEnabledController;
  83361. }(BABYLON.Gamepad));
  83362. BABYLON.PoseEnabledController = PoseEnabledController;
  83363. })(BABYLON || (BABYLON = {}));
  83364. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83365. var BABYLON;
  83366. (function (BABYLON) {
  83367. /**
  83368. * Defines the WebVRController object that represents controllers tracked in 3D space
  83369. */
  83370. var WebVRController = /** @class */ (function (_super) {
  83371. __extends(WebVRController, _super);
  83372. /**
  83373. * Creates a new WebVRController from a gamepad
  83374. * @param vrGamepad the gamepad that the WebVRController should be created from
  83375. */
  83376. function WebVRController(vrGamepad) {
  83377. var _this = _super.call(this, vrGamepad) || this;
  83378. // Observables
  83379. /**
  83380. * Fired when the trigger state has changed
  83381. */
  83382. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83383. /**
  83384. * Fired when the main button state has changed
  83385. */
  83386. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83387. /**
  83388. * Fired when the secondary button state has changed
  83389. */
  83390. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83391. /**
  83392. * Fired when the pad state has changed
  83393. */
  83394. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83395. /**
  83396. * Fired when controllers stick values have changed
  83397. */
  83398. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83399. /**
  83400. * X and Y axis corrisponding to the controllers joystick
  83401. */
  83402. _this.pad = { x: 0, y: 0 };
  83403. // avoid GC, store state in a tmp object
  83404. _this._changes = {
  83405. pressChanged: false,
  83406. touchChanged: false,
  83407. valueChanged: false,
  83408. changed: false
  83409. };
  83410. _this._buttons = new Array(vrGamepad.buttons.length);
  83411. _this.hand = vrGamepad.hand;
  83412. return _this;
  83413. }
  83414. /**
  83415. * Fired when a controller button's state has changed
  83416. * @param callback the callback containing the button that was modified
  83417. */
  83418. WebVRController.prototype.onButtonStateChange = function (callback) {
  83419. this._onButtonStateChange = callback;
  83420. };
  83421. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83422. /**
  83423. * The default controller model for the controller
  83424. */
  83425. get: function () {
  83426. return this._defaultModel;
  83427. },
  83428. enumerable: true,
  83429. configurable: true
  83430. });
  83431. /**
  83432. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83433. */
  83434. WebVRController.prototype.update = function () {
  83435. _super.prototype.update.call(this);
  83436. for (var index = 0; index < this._buttons.length; index++) {
  83437. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83438. }
  83439. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83440. this.pad.x = this.leftStick.x;
  83441. this.pad.y = this.leftStick.y;
  83442. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83443. }
  83444. };
  83445. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83446. if (!newState) {
  83447. newState = {
  83448. pressed: false,
  83449. touched: false,
  83450. value: 0
  83451. };
  83452. }
  83453. if (!currentState) {
  83454. this._buttons[buttonIndex] = {
  83455. pressed: newState.pressed,
  83456. touched: newState.touched,
  83457. value: newState.value
  83458. };
  83459. return;
  83460. }
  83461. this._checkChanges(newState, currentState);
  83462. if (this._changes.changed) {
  83463. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83464. this._handleButtonChange(buttonIndex, newState, this._changes);
  83465. }
  83466. this._buttons[buttonIndex].pressed = newState.pressed;
  83467. this._buttons[buttonIndex].touched = newState.touched;
  83468. // oculus triggers are never 0, thou not touched.
  83469. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83470. };
  83471. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83472. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83473. this._changes.touchChanged = newState.touched !== currentState.touched;
  83474. this._changes.valueChanged = newState.value !== currentState.value;
  83475. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83476. return this._changes;
  83477. };
  83478. /**
  83479. * Disposes of th webVRCOntroller
  83480. */
  83481. WebVRController.prototype.dispose = function () {
  83482. _super.prototype.dispose.call(this);
  83483. this.onTriggerStateChangedObservable.clear();
  83484. this.onMainButtonStateChangedObservable.clear();
  83485. this.onSecondaryButtonStateChangedObservable.clear();
  83486. this.onPadStateChangedObservable.clear();
  83487. this.onPadValuesChangedObservable.clear();
  83488. };
  83489. return WebVRController;
  83490. }(BABYLON.PoseEnabledController));
  83491. BABYLON.WebVRController = WebVRController;
  83492. })(BABYLON || (BABYLON = {}));
  83493. //# sourceMappingURL=babylon.webVRController.js.map
  83494. var BABYLON;
  83495. (function (BABYLON) {
  83496. /**
  83497. * Oculus Touch Controller
  83498. */
  83499. var OculusTouchController = /** @class */ (function (_super) {
  83500. __extends(OculusTouchController, _super);
  83501. /**
  83502. * Creates a new OculusTouchController from a gamepad
  83503. * @param vrGamepad the gamepad that the controller should be created from
  83504. */
  83505. function OculusTouchController(vrGamepad) {
  83506. var _this = _super.call(this, vrGamepad) || this;
  83507. /**
  83508. * Fired when the secondary trigger on this controller is modified
  83509. */
  83510. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83511. /**
  83512. * Fired when the thumb rest on this controller is modified
  83513. */
  83514. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83515. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83516. return _this;
  83517. }
  83518. /**
  83519. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83520. * @param scene scene in which to add meshes
  83521. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83522. */
  83523. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83524. var _this = this;
  83525. var meshName;
  83526. // Hand
  83527. if (this.hand === 'left') {
  83528. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83529. }
  83530. else { // Right is the default if no hand is specified
  83531. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83532. }
  83533. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83534. /*
  83535. Parent Mesh name: oculus_touch_left
  83536. - body
  83537. - trigger
  83538. - thumbstick
  83539. - grip
  83540. - button_y
  83541. - button_x
  83542. - button_enter
  83543. */
  83544. _this._defaultModel = newMeshes[1];
  83545. _this.attachToMesh(_this._defaultModel);
  83546. if (meshLoaded) {
  83547. meshLoaded(_this._defaultModel);
  83548. }
  83549. });
  83550. };
  83551. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83552. /**
  83553. * Fired when the A button on this controller is modified
  83554. */
  83555. get: function () {
  83556. if (this.hand === 'right') {
  83557. return this.onMainButtonStateChangedObservable;
  83558. }
  83559. else {
  83560. throw new Error('No A button on left hand');
  83561. }
  83562. },
  83563. enumerable: true,
  83564. configurable: true
  83565. });
  83566. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83567. /**
  83568. * Fired when the B button on this controller is modified
  83569. */
  83570. get: function () {
  83571. if (this.hand === 'right') {
  83572. return this.onSecondaryButtonStateChangedObservable;
  83573. }
  83574. else {
  83575. throw new Error('No B button on left hand');
  83576. }
  83577. },
  83578. enumerable: true,
  83579. configurable: true
  83580. });
  83581. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83582. /**
  83583. * Fired when the X button on this controller is modified
  83584. */
  83585. get: function () {
  83586. if (this.hand === 'left') {
  83587. return this.onMainButtonStateChangedObservable;
  83588. }
  83589. else {
  83590. throw new Error('No X button on right hand');
  83591. }
  83592. },
  83593. enumerable: true,
  83594. configurable: true
  83595. });
  83596. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83597. /**
  83598. * Fired when the Y button on this controller is modified
  83599. */
  83600. get: function () {
  83601. if (this.hand === 'left') {
  83602. return this.onSecondaryButtonStateChangedObservable;
  83603. }
  83604. else {
  83605. throw new Error('No Y button on right hand');
  83606. }
  83607. },
  83608. enumerable: true,
  83609. configurable: true
  83610. });
  83611. /**
  83612. * Called once for each button that changed state since the last frame
  83613. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83614. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83615. * 2) secondary trigger (same)
  83616. * 3) A (right) X (left), touch, pressed = value
  83617. * 4) B / Y
  83618. * 5) thumb rest
  83619. * @param buttonIdx Which button index changed
  83620. * @param state New state of the button
  83621. * @param changes Which properties on the state changed since last frame
  83622. */
  83623. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83624. var notifyObject = state; //{ state: state, changes: changes };
  83625. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83626. switch (buttonIdx) {
  83627. case 0:
  83628. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83629. return;
  83630. case 1: // index trigger
  83631. if (this._defaultModel) {
  83632. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83633. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83634. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83635. }
  83636. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83637. return;
  83638. case 2: // secondary trigger
  83639. if (this._defaultModel) {
  83640. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83641. }
  83642. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83643. return;
  83644. case 3:
  83645. if (this._defaultModel) {
  83646. if (notifyObject.pressed) {
  83647. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83648. }
  83649. else {
  83650. (this._defaultModel.getChildren()[1]).position.y = 0;
  83651. }
  83652. }
  83653. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83654. return;
  83655. case 4:
  83656. if (this._defaultModel) {
  83657. if (notifyObject.pressed) {
  83658. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83659. }
  83660. else {
  83661. (this._defaultModel.getChildren()[2]).position.y = 0;
  83662. }
  83663. }
  83664. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83665. return;
  83666. case 5:
  83667. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83668. return;
  83669. }
  83670. };
  83671. /**
  83672. * Base Url for the controller model.
  83673. */
  83674. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83675. /**
  83676. * File name for the left controller model.
  83677. */
  83678. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83679. /**
  83680. * File name for the right controller model.
  83681. */
  83682. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83683. return OculusTouchController;
  83684. }(BABYLON.WebVRController));
  83685. BABYLON.OculusTouchController = OculusTouchController;
  83686. })(BABYLON || (BABYLON = {}));
  83687. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83688. var BABYLON;
  83689. (function (BABYLON) {
  83690. /**
  83691. * Vive Controller
  83692. */
  83693. var ViveController = /** @class */ (function (_super) {
  83694. __extends(ViveController, _super);
  83695. /**
  83696. * Creates a new ViveController from a gamepad
  83697. * @param vrGamepad the gamepad that the controller should be created from
  83698. */
  83699. function ViveController(vrGamepad) {
  83700. var _this = _super.call(this, vrGamepad) || this;
  83701. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83702. _this._invertLeftStickY = true;
  83703. return _this;
  83704. }
  83705. /**
  83706. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83707. * @param scene scene in which to add meshes
  83708. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83709. */
  83710. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83711. var _this = this;
  83712. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83713. /*
  83714. Parent Mesh name: ViveWand
  83715. - body
  83716. - r_gripper
  83717. - l_gripper
  83718. - menu_button
  83719. - system_button
  83720. - trackpad
  83721. - trigger
  83722. - LED
  83723. */
  83724. _this._defaultModel = newMeshes[1];
  83725. _this.attachToMesh(_this._defaultModel);
  83726. if (meshLoaded) {
  83727. meshLoaded(_this._defaultModel);
  83728. }
  83729. });
  83730. };
  83731. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83732. /**
  83733. * Fired when the left button on this controller is modified
  83734. */
  83735. get: function () {
  83736. return this.onMainButtonStateChangedObservable;
  83737. },
  83738. enumerable: true,
  83739. configurable: true
  83740. });
  83741. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83742. /**
  83743. * Fired when the right button on this controller is modified
  83744. */
  83745. get: function () {
  83746. return this.onMainButtonStateChangedObservable;
  83747. },
  83748. enumerable: true,
  83749. configurable: true
  83750. });
  83751. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83752. /**
  83753. * Fired when the menu button on this controller is modified
  83754. */
  83755. get: function () {
  83756. return this.onSecondaryButtonStateChangedObservable;
  83757. },
  83758. enumerable: true,
  83759. configurable: true
  83760. });
  83761. /**
  83762. * Called once for each button that changed state since the last frame
  83763. * Vive mapping:
  83764. * 0: touchpad
  83765. * 1: trigger
  83766. * 2: left AND right buttons
  83767. * 3: menu button
  83768. * @param buttonIdx Which button index changed
  83769. * @param state New state of the button
  83770. * @param changes Which properties on the state changed since last frame
  83771. */
  83772. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83773. var notifyObject = state; //{ state: state, changes: changes };
  83774. switch (buttonIdx) {
  83775. case 0:
  83776. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83777. return;
  83778. case 1: // index trigger
  83779. if (this._defaultModel) {
  83780. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83781. }
  83782. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83783. return;
  83784. case 2: // left AND right button
  83785. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83786. return;
  83787. case 3:
  83788. if (this._defaultModel) {
  83789. if (notifyObject.pressed) {
  83790. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83791. }
  83792. else {
  83793. (this._defaultModel.getChildren()[2]).position.y = 0;
  83794. }
  83795. }
  83796. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83797. return;
  83798. }
  83799. };
  83800. /**
  83801. * Base Url for the controller model.
  83802. */
  83803. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83804. /**
  83805. * File name for the controller model.
  83806. */
  83807. ViveController.MODEL_FILENAME = 'wand.babylon';
  83808. return ViveController;
  83809. }(BABYLON.WebVRController));
  83810. BABYLON.ViveController = ViveController;
  83811. })(BABYLON || (BABYLON = {}));
  83812. //# sourceMappingURL=babylon.viveController.js.map
  83813. var BABYLON;
  83814. (function (BABYLON) {
  83815. /**
  83816. * Generic Controller
  83817. */
  83818. var GenericController = /** @class */ (function (_super) {
  83819. __extends(GenericController, _super);
  83820. /**
  83821. * Creates a new GenericController from a gamepad
  83822. * @param vrGamepad the gamepad that the controller should be created from
  83823. */
  83824. function GenericController(vrGamepad) {
  83825. return _super.call(this, vrGamepad) || this;
  83826. }
  83827. /**
  83828. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83829. * @param scene scene in which to add meshes
  83830. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83831. */
  83832. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83833. var _this = this;
  83834. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83835. _this._defaultModel = newMeshes[1];
  83836. _this.attachToMesh(_this._defaultModel);
  83837. if (meshLoaded) {
  83838. meshLoaded(_this._defaultModel);
  83839. }
  83840. });
  83841. };
  83842. /**
  83843. * Called once for each button that changed state since the last frame
  83844. * @param buttonIdx Which button index changed
  83845. * @param state New state of the button
  83846. * @param changes Which properties on the state changed since last frame
  83847. */
  83848. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83849. console.log("Button id: " + buttonIdx + "state: ");
  83850. console.dir(state);
  83851. };
  83852. /**
  83853. * Base Url for the controller model.
  83854. */
  83855. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83856. /**
  83857. * File name for the controller model.
  83858. */
  83859. GenericController.MODEL_FILENAME = 'generic.babylon';
  83860. return GenericController;
  83861. }(BABYLON.WebVRController));
  83862. BABYLON.GenericController = GenericController;
  83863. })(BABYLON || (BABYLON = {}));
  83864. //# sourceMappingURL=babylon.genericController.js.map
  83865. var BABYLON;
  83866. (function (BABYLON) {
  83867. /**
  83868. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83869. */
  83870. var LoadedMeshInfo = /** @class */ (function () {
  83871. function LoadedMeshInfo() {
  83872. /**
  83873. * Map of the button meshes contained in the controller
  83874. */
  83875. this.buttonMeshes = {};
  83876. /**
  83877. * Map of the axis meshes contained in the controller
  83878. */
  83879. this.axisMeshes = {};
  83880. }
  83881. return LoadedMeshInfo;
  83882. }());
  83883. /**
  83884. * Defines the WindowsMotionController object that the state of the windows motion controller
  83885. */
  83886. var WindowsMotionController = /** @class */ (function (_super) {
  83887. __extends(WindowsMotionController, _super);
  83888. /**
  83889. * Creates a new WindowsMotionController from a gamepad
  83890. * @param vrGamepad the gamepad that the controller should be created from
  83891. */
  83892. function WindowsMotionController(vrGamepad) {
  83893. var _this = _super.call(this, vrGamepad) || this;
  83894. _this._mapping = {
  83895. // Semantic button names
  83896. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83897. // A mapping of the button name to glTF model node name
  83898. // that should be transformed by button value.
  83899. buttonMeshNames: {
  83900. 'trigger': 'SELECT',
  83901. 'menu': 'MENU',
  83902. 'grip': 'GRASP',
  83903. 'thumbstick': 'THUMBSTICK_PRESS',
  83904. 'trackpad': 'TOUCHPAD_PRESS'
  83905. },
  83906. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83907. buttonObservableNames: {
  83908. 'trigger': 'onTriggerStateChangedObservable',
  83909. 'menu': 'onSecondaryButtonStateChangedObservable',
  83910. 'grip': 'onMainButtonStateChangedObservable',
  83911. 'thumbstick': 'onPadStateChangedObservable',
  83912. 'trackpad': 'onTrackpadChangedObservable'
  83913. },
  83914. // A mapping of the axis name to glTF model node name
  83915. // that should be transformed by axis value.
  83916. // This array mirrors the browserGamepad.axes array, such that
  83917. // the mesh corresponding to axis 0 is in this array index 0.
  83918. axisMeshNames: [
  83919. 'THUMBSTICK_X',
  83920. 'THUMBSTICK_Y',
  83921. 'TOUCHPAD_TOUCH_X',
  83922. 'TOUCHPAD_TOUCH_Y'
  83923. ],
  83924. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83925. };
  83926. /**
  83927. * Fired when the trackpad on this controller is clicked
  83928. */
  83929. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83930. /**
  83931. * Fired when the trackpad on this controller is modified
  83932. */
  83933. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83934. /**
  83935. * The current x and y values of this controller's trackpad
  83936. */
  83937. _this.trackpad = { x: 0, y: 0 };
  83938. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83939. _this._loadedMeshInfo = null;
  83940. return _this;
  83941. }
  83942. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83943. /**
  83944. * Fired when the trigger on this controller is modified
  83945. */
  83946. get: function () {
  83947. return this.onTriggerStateChangedObservable;
  83948. },
  83949. enumerable: true,
  83950. configurable: true
  83951. });
  83952. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83953. /**
  83954. * Fired when the menu button on this controller is modified
  83955. */
  83956. get: function () {
  83957. return this.onSecondaryButtonStateChangedObservable;
  83958. },
  83959. enumerable: true,
  83960. configurable: true
  83961. });
  83962. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83963. /**
  83964. * Fired when the grip button on this controller is modified
  83965. */
  83966. get: function () {
  83967. return this.onMainButtonStateChangedObservable;
  83968. },
  83969. enumerable: true,
  83970. configurable: true
  83971. });
  83972. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83973. /**
  83974. * Fired when the thumbstick button on this controller is modified
  83975. */
  83976. get: function () {
  83977. return this.onPadStateChangedObservable;
  83978. },
  83979. enumerable: true,
  83980. configurable: true
  83981. });
  83982. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83983. /**
  83984. * Fired when the touchpad button on this controller is modified
  83985. */
  83986. get: function () {
  83987. return this.onTrackpadChangedObservable;
  83988. },
  83989. enumerable: true,
  83990. configurable: true
  83991. });
  83992. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83993. /**
  83994. * Fired when the touchpad values on this controller are modified
  83995. */
  83996. get: function () {
  83997. return this.onTrackpadValuesChangedObservable;
  83998. },
  83999. enumerable: true,
  84000. configurable: true
  84001. });
  84002. WindowsMotionController.prototype._updateTrackpad = function () {
  84003. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84004. this.trackpad.x = this.browserGamepad["axes"][2];
  84005. this.trackpad.y = this.browserGamepad["axes"][3];
  84006. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84007. }
  84008. };
  84009. /**
  84010. * Called once per frame by the engine.
  84011. */
  84012. WindowsMotionController.prototype.update = function () {
  84013. _super.prototype.update.call(this);
  84014. if (this.browserGamepad.axes) {
  84015. this._updateTrackpad();
  84016. // Only need to animate axes if there is a loaded mesh
  84017. if (this._loadedMeshInfo) {
  84018. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84019. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84020. }
  84021. }
  84022. }
  84023. };
  84024. /**
  84025. * Called once for each button that changed state since the last frame
  84026. * @param buttonIdx Which button index changed
  84027. * @param state New state of the button
  84028. * @param changes Which properties on the state changed since last frame
  84029. */
  84030. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84031. var buttonName = this._mapping.buttons[buttonIdx];
  84032. if (!buttonName) {
  84033. return;
  84034. }
  84035. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84036. this._updateTrackpad();
  84037. // Only emit events for buttons that we know how to map from index to name
  84038. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84039. if (observable) {
  84040. observable.notifyObservers(state);
  84041. }
  84042. this._lerpButtonTransform(buttonName, state.value);
  84043. };
  84044. /**
  84045. * Moves the buttons on the controller mesh based on their current state
  84046. * @param buttonName the name of the button to move
  84047. * @param buttonValue the value of the button which determines the buttons new position
  84048. */
  84049. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84050. // If there is no loaded mesh, there is nothing to transform.
  84051. if (!this._loadedMeshInfo) {
  84052. return;
  84053. }
  84054. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84055. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84056. return;
  84057. }
  84058. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84059. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84060. };
  84061. /**
  84062. * Moves the axis on the controller mesh based on its current state
  84063. * @param axis the index of the axis
  84064. * @param axisValue the value of the axis which determines the meshes new position
  84065. * @hidden
  84066. */
  84067. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84068. if (!this._loadedMeshInfo) {
  84069. return;
  84070. }
  84071. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84072. if (!meshInfo) {
  84073. return;
  84074. }
  84075. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84076. return;
  84077. }
  84078. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84079. var lerpValue = axisValue * 0.5 + 0.5;
  84080. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84081. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84082. };
  84083. /**
  84084. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84085. * @param scene scene in which to add meshes
  84086. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84087. */
  84088. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84089. var _this = this;
  84090. if (forceDefault === void 0) { forceDefault = false; }
  84091. var path;
  84092. var filename;
  84093. // Checking if GLB loader is present
  84094. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84095. // Determine the device specific folder based on the ID suffix
  84096. var device = 'default';
  84097. if (this.id && !forceDefault) {
  84098. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84099. device = ((match && match[0]) || device);
  84100. }
  84101. // Hand
  84102. if (this.hand === 'left') {
  84103. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84104. }
  84105. else { // Right is the default if no hand is specified
  84106. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84107. }
  84108. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84109. }
  84110. else {
  84111. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84112. path = BABYLON.GenericController.MODEL_BASE_URL;
  84113. filename = BABYLON.GenericController.MODEL_FILENAME;
  84114. }
  84115. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84116. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84117. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84118. if (!_this._loadedMeshInfo) {
  84119. return;
  84120. }
  84121. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84122. _this.attachToMesh(_this._defaultModel);
  84123. if (meshLoaded) {
  84124. meshLoaded(_this._defaultModel);
  84125. }
  84126. }, null, function (scene, message) {
  84127. BABYLON.Tools.Log(message);
  84128. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84129. if (!forceDefault) {
  84130. _this.initControllerMesh(scene, meshLoaded, true);
  84131. }
  84132. });
  84133. };
  84134. /**
  84135. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84136. * can be transformed by button presses and axes values, based on this._mapping.
  84137. *
  84138. * @param scene scene in which the meshes exist
  84139. * @param meshes list of meshes that make up the controller model to process
  84140. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84141. */
  84142. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84143. var loadedMeshInfo = null;
  84144. // Create a new mesh to contain the glTF hierarchy
  84145. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84146. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84147. var childMesh = null;
  84148. for (var i = 0; i < meshes.length; i++) {
  84149. var mesh = meshes[i];
  84150. if (!mesh.parent) {
  84151. // Exclude controller meshes from picking results
  84152. mesh.isPickable = false;
  84153. // Handle root node, attach to the new parentMesh
  84154. childMesh = mesh;
  84155. break;
  84156. }
  84157. }
  84158. if (childMesh) {
  84159. childMesh.setParent(parentMesh);
  84160. // Create our mesh info. Note that this method will always return non-null.
  84161. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84162. }
  84163. else {
  84164. BABYLON.Tools.Warn('Could not find root node in model file.');
  84165. }
  84166. return loadedMeshInfo;
  84167. };
  84168. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84169. var loadedMeshInfo = new LoadedMeshInfo();
  84170. var i;
  84171. loadedMeshInfo.rootNode = rootNode;
  84172. // Reset the caches
  84173. loadedMeshInfo.buttonMeshes = {};
  84174. loadedMeshInfo.axisMeshes = {};
  84175. // Button Meshes
  84176. for (i = 0; i < this._mapping.buttons.length; i++) {
  84177. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84178. if (!buttonMeshName) {
  84179. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84180. continue;
  84181. }
  84182. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84183. if (!buttonMesh) {
  84184. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84185. continue;
  84186. }
  84187. var buttonMeshInfo = {
  84188. index: i,
  84189. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84190. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84191. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84192. };
  84193. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84194. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84195. }
  84196. else {
  84197. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84198. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84199. '(VALUE: ' + !!buttonMeshInfo.value +
  84200. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84201. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84202. ')');
  84203. }
  84204. }
  84205. // Axis Meshes
  84206. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84207. var axisMeshName = this._mapping.axisMeshNames[i];
  84208. if (!axisMeshName) {
  84209. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84210. continue;
  84211. }
  84212. var axisMesh = getChildByName(rootNode, axisMeshName);
  84213. if (!axisMesh) {
  84214. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84215. continue;
  84216. }
  84217. var axisMeshInfo = {
  84218. index: i,
  84219. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84220. min: getImmediateChildByName(axisMesh, 'MIN'),
  84221. max: getImmediateChildByName(axisMesh, 'MAX')
  84222. };
  84223. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84224. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84225. }
  84226. else {
  84227. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84228. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84229. '(VALUE: ' + !!axisMeshInfo.value +
  84230. ', MIN: ' + !!axisMeshInfo.min +
  84231. ', MAX:' + !!axisMeshInfo.max +
  84232. ')');
  84233. }
  84234. }
  84235. // Pointing Ray
  84236. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84237. if (!loadedMeshInfo.pointingPoseNode) {
  84238. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84239. }
  84240. else {
  84241. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84242. }
  84243. return loadedMeshInfo;
  84244. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84245. function getChildByName(node, name) {
  84246. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84247. }
  84248. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84249. function getImmediateChildByName(node, name) {
  84250. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84251. }
  84252. };
  84253. /**
  84254. * Gets the ray of the controller in the direction the controller is pointing
  84255. * @param length the length the resulting ray should be
  84256. * @returns a ray in the direction the controller is pointing
  84257. */
  84258. WindowsMotionController.prototype.getForwardRay = function (length) {
  84259. if (length === void 0) { length = 100; }
  84260. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84261. return _super.prototype.getForwardRay.call(this, length);
  84262. }
  84263. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84264. var origin = m.getTranslation();
  84265. var forward = new BABYLON.Vector3(0, 0, -1);
  84266. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84267. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84268. return new BABYLON.Ray(origin, direction, length);
  84269. };
  84270. /**
  84271. * Disposes of the controller
  84272. */
  84273. WindowsMotionController.prototype.dispose = function () {
  84274. _super.prototype.dispose.call(this);
  84275. this.onTrackpadChangedObservable.clear();
  84276. };
  84277. /**
  84278. * The base url used to load the left and right controller models
  84279. */
  84280. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84281. /**
  84282. * The name of the left controller model file
  84283. */
  84284. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84285. /**
  84286. * The name of the right controller model file
  84287. */
  84288. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84289. /**
  84290. * The controller name prefix for this controller type
  84291. */
  84292. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84293. /**
  84294. * The controller id pattern for this controller type
  84295. */
  84296. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84297. return WindowsMotionController;
  84298. }(BABYLON.WebVRController));
  84299. BABYLON.WindowsMotionController = WindowsMotionController;
  84300. })(BABYLON || (BABYLON = {}));
  84301. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84302. var BABYLON;
  84303. (function (BABYLON) {
  84304. /**
  84305. * Gear VR Controller
  84306. */
  84307. var GearVRController = /** @class */ (function (_super) {
  84308. __extends(GearVRController, _super);
  84309. /**
  84310. * Creates a new GearVRController from a gamepad
  84311. * @param vrGamepad the gamepad that the controller should be created from
  84312. */
  84313. function GearVRController(vrGamepad) {
  84314. var _this = _super.call(this, vrGamepad) || this;
  84315. _this._buttonIndexToObservableNameMap = [
  84316. 'onTrackpadChangedObservable',
  84317. 'onTriggerStateChangedObservable' // Trigger
  84318. ];
  84319. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84320. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84321. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84322. _this._disableTrackPosition(_this._calculatedPosition);
  84323. return _this;
  84324. }
  84325. /**
  84326. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84327. * @param scene scene in which to add meshes
  84328. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84329. */
  84330. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84331. var _this = this;
  84332. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84333. // Offset the controller so it will rotate around the users wrist
  84334. var mesh = new BABYLON.Mesh("", scene);
  84335. newMeshes[1].parent = mesh;
  84336. newMeshes[1].position.z = -0.15;
  84337. _this._defaultModel = mesh;
  84338. _this.attachToMesh(_this._defaultModel);
  84339. if (meshLoaded) {
  84340. meshLoaded(_this._defaultModel);
  84341. }
  84342. });
  84343. };
  84344. /**
  84345. * Called once for each button that changed state since the last frame
  84346. * @param buttonIdx Which button index changed
  84347. * @param state New state of the button
  84348. * @param changes Which properties on the state changed since last frame
  84349. */
  84350. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84351. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84352. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84353. // Only emit events for buttons that we know how to map from index to observable
  84354. var observable = this[observableName];
  84355. if (observable) {
  84356. observable.notifyObservers(state);
  84357. }
  84358. }
  84359. };
  84360. /**
  84361. * Base Url for the controller model.
  84362. */
  84363. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84364. /**
  84365. * File name for the controller model.
  84366. */
  84367. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84368. /**
  84369. * Gamepad Id prefix used to identify this controller.
  84370. */
  84371. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84372. return GearVRController;
  84373. }(BABYLON.WebVRController));
  84374. BABYLON.GearVRController = GearVRController;
  84375. })(BABYLON || (BABYLON = {}));
  84376. //# sourceMappingURL=babylon.gearVRController.js.map
  84377. var BABYLON;
  84378. (function (BABYLON) {
  84379. /**
  84380. * Google Daydream controller
  84381. */
  84382. var DaydreamController = /** @class */ (function (_super) {
  84383. __extends(DaydreamController, _super);
  84384. /**
  84385. * Creates a new DaydreamController from a gamepad
  84386. * @param vrGamepad the gamepad that the controller should be created from
  84387. */
  84388. function DaydreamController(vrGamepad) {
  84389. var _this = _super.call(this, vrGamepad) || this;
  84390. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84391. return _this;
  84392. }
  84393. /**
  84394. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84395. * @param scene scene in which to add meshes
  84396. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84397. */
  84398. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84399. var _this = this;
  84400. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84401. _this._defaultModel = newMeshes[1];
  84402. _this.attachToMesh(_this._defaultModel);
  84403. if (meshLoaded) {
  84404. meshLoaded(_this._defaultModel);
  84405. }
  84406. });
  84407. };
  84408. /**
  84409. * Called once for each button that changed state since the last frame
  84410. * @param buttonIdx Which button index changed
  84411. * @param state New state of the button
  84412. * @param changes Which properties on the state changed since last frame
  84413. */
  84414. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84415. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84416. if (buttonIdx === 0) {
  84417. var observable = this.onTriggerStateChangedObservable;
  84418. if (observable) {
  84419. observable.notifyObservers(state);
  84420. }
  84421. }
  84422. else {
  84423. // If the app or home buttons are ever made available
  84424. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84425. }
  84426. };
  84427. /**
  84428. * Base Url for the controller model.
  84429. */
  84430. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84431. /**
  84432. * File name for the controller model.
  84433. */
  84434. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84435. /**
  84436. * Gamepad Id prefix used to identify Daydream Controller.
  84437. */
  84438. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84439. return DaydreamController;
  84440. }(BABYLON.WebVRController));
  84441. BABYLON.DaydreamController = DaydreamController;
  84442. })(BABYLON || (BABYLON = {}));
  84443. //# sourceMappingURL=babylon.daydreamController.js.map
  84444. var BABYLON;
  84445. (function (BABYLON) {
  84446. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84447. get: function () {
  84448. if (!this._gamepadManager) {
  84449. this._gamepadManager = new BABYLON.GamepadManager(this);
  84450. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84451. if (!component) {
  84452. component = new GamepadSystemSceneComponent(this);
  84453. this._addComponent(component);
  84454. }
  84455. }
  84456. return this._gamepadManager;
  84457. },
  84458. enumerable: true,
  84459. configurable: true
  84460. });
  84461. /**
  84462. * Adds a gamepad to the free camera inputs manager
  84463. */
  84464. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84465. this.add(new BABYLON.FreeCameraGamepadInput());
  84466. return this;
  84467. };
  84468. /**
  84469. * Adds a gamepad to the arc rotate camera inputs manager
  84470. */
  84471. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84472. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84473. return this;
  84474. };
  84475. /**
  84476. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84477. */
  84478. var GamepadSystemSceneComponent = /** @class */ (function () {
  84479. /**
  84480. * Creates a new instance of the component for the given scene
  84481. * @param scene Defines the scene to register the component in
  84482. */
  84483. function GamepadSystemSceneComponent(scene) {
  84484. /**
  84485. * The component name helpfull to identify the component in the list of scene components.
  84486. */
  84487. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84488. this.scene = scene;
  84489. }
  84490. /**
  84491. * Registers the component in a given scene
  84492. */
  84493. GamepadSystemSceneComponent.prototype.register = function () {
  84494. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84495. };
  84496. /**
  84497. * Rebuilds the elements related to this component in case of
  84498. * context lost for instance.
  84499. */
  84500. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84501. // Nothing to do for gamepads
  84502. };
  84503. /**
  84504. * Disposes the component and the associated ressources
  84505. */
  84506. GamepadSystemSceneComponent.prototype.dispose = function () {
  84507. var gamepadManager = this.scene._gamepadManager;
  84508. if (gamepadManager) {
  84509. gamepadManager.dispose();
  84510. this.scene._gamepadManager = null;
  84511. }
  84512. };
  84513. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84514. var gamepadManager = this.scene._gamepadManager;
  84515. if (gamepadManager && gamepadManager._isMonitoring) {
  84516. gamepadManager._checkGamepadsStatus();
  84517. }
  84518. };
  84519. return GamepadSystemSceneComponent;
  84520. }());
  84521. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84522. })(BABYLON || (BABYLON = {}));
  84523. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84524. var BABYLON;
  84525. (function (BABYLON) {
  84526. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84527. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84528. });
  84529. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84530. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84531. });
  84532. /**
  84533. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84534. * an arc rotate version arcFollowCamera are available.
  84535. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84536. */
  84537. var FollowCamera = /** @class */ (function (_super) {
  84538. __extends(FollowCamera, _super);
  84539. /**
  84540. * Instantiates the follow camera.
  84541. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84542. * @param name Define the name of the camera in the scene
  84543. * @param position Define the position of the camera
  84544. * @param scene Define the scene the camera belong to
  84545. * @param lockedTarget Define the target of the camera
  84546. */
  84547. function FollowCamera(name, position, scene, lockedTarget) {
  84548. if (lockedTarget === void 0) { lockedTarget = null; }
  84549. var _this = _super.call(this, name, position, scene) || this;
  84550. /**
  84551. * Distance the follow camera should follow an object at
  84552. */
  84553. _this.radius = 12;
  84554. /**
  84555. * Define a rotation offset between the camera and the object it follows
  84556. */
  84557. _this.rotationOffset = 0;
  84558. /**
  84559. * Define a height offset between the camera and the object it follows.
  84560. * It can help following an object from the top (like a car chaing a plane)
  84561. */
  84562. _this.heightOffset = 4;
  84563. /**
  84564. * Define how fast the camera can accelerate to follow it s target.
  84565. */
  84566. _this.cameraAcceleration = 0.05;
  84567. /**
  84568. * Define the speed limit of the camera following an object.
  84569. */
  84570. _this.maxCameraSpeed = 20;
  84571. _this.lockedTarget = lockedTarget;
  84572. return _this;
  84573. }
  84574. FollowCamera.prototype._follow = function (cameraTarget) {
  84575. if (!cameraTarget) {
  84576. return;
  84577. }
  84578. var yRotation;
  84579. if (cameraTarget.rotationQuaternion) {
  84580. var rotMatrix = new BABYLON.Matrix();
  84581. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84582. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84583. }
  84584. else {
  84585. yRotation = cameraTarget.rotation.y;
  84586. }
  84587. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84588. var targetPosition = cameraTarget.getAbsolutePosition();
  84589. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84590. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84591. var dx = targetX - this.position.x;
  84592. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84593. var dz = (targetZ) - this.position.z;
  84594. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84595. var vy = dy * this.cameraAcceleration;
  84596. var vz = dz * this.cameraAcceleration * 2;
  84597. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84598. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84599. }
  84600. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84601. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84602. }
  84603. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84604. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84605. }
  84606. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84607. this.setTarget(targetPosition);
  84608. };
  84609. /** @hidden */
  84610. FollowCamera.prototype._checkInputs = function () {
  84611. _super.prototype._checkInputs.call(this);
  84612. if (this.lockedTarget) {
  84613. this._follow(this.lockedTarget);
  84614. }
  84615. };
  84616. /**
  84617. * Gets the camera class name.
  84618. * @returns the class name
  84619. */
  84620. FollowCamera.prototype.getClassName = function () {
  84621. return "FollowCamera";
  84622. };
  84623. __decorate([
  84624. BABYLON.serialize()
  84625. ], FollowCamera.prototype, "radius", void 0);
  84626. __decorate([
  84627. BABYLON.serialize()
  84628. ], FollowCamera.prototype, "rotationOffset", void 0);
  84629. __decorate([
  84630. BABYLON.serialize()
  84631. ], FollowCamera.prototype, "heightOffset", void 0);
  84632. __decorate([
  84633. BABYLON.serialize()
  84634. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84635. __decorate([
  84636. BABYLON.serialize()
  84637. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84638. __decorate([
  84639. BABYLON.serializeAsMeshReference("lockedTargetId")
  84640. ], FollowCamera.prototype, "lockedTarget", void 0);
  84641. return FollowCamera;
  84642. }(BABYLON.TargetCamera));
  84643. BABYLON.FollowCamera = FollowCamera;
  84644. /**
  84645. * Arc Rotate version of the follow camera.
  84646. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84647. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84648. */
  84649. var ArcFollowCamera = /** @class */ (function (_super) {
  84650. __extends(ArcFollowCamera, _super);
  84651. /**
  84652. * Instantiates a new ArcFollowCamera
  84653. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84654. * @param name Define the name of the camera
  84655. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84656. * @param beta Define the rotation angle of the camera around the elevation axis
  84657. * @param radius Define the radius of the camera from its target point
  84658. * @param target Define the target of the camera
  84659. * @param scene Define the scene the camera belongs to
  84660. */
  84661. function ArcFollowCamera(name,
  84662. /** The longitudinal angle of the camera */
  84663. alpha,
  84664. /** The latitudinal angle of the camera */
  84665. beta,
  84666. /** The radius of the camera from its target */
  84667. radius,
  84668. /** Define the camera target (the messh it should follow) */
  84669. target, scene) {
  84670. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84671. _this.alpha = alpha;
  84672. _this.beta = beta;
  84673. _this.radius = radius;
  84674. _this.target = target;
  84675. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84676. _this._follow();
  84677. return _this;
  84678. }
  84679. ArcFollowCamera.prototype._follow = function () {
  84680. if (!this.target) {
  84681. return;
  84682. }
  84683. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84684. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84685. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84686. var targetPosition = this.target.getAbsolutePosition();
  84687. this.position = targetPosition.add(this._cartesianCoordinates);
  84688. this.setTarget(targetPosition);
  84689. };
  84690. /** @hidden */
  84691. ArcFollowCamera.prototype._checkInputs = function () {
  84692. _super.prototype._checkInputs.call(this);
  84693. this._follow();
  84694. };
  84695. /**
  84696. * Returns the class name of the object.
  84697. * It is mostly used internally for serialization purposes.
  84698. */
  84699. ArcFollowCamera.prototype.getClassName = function () {
  84700. return "ArcFollowCamera";
  84701. };
  84702. return ArcFollowCamera;
  84703. }(BABYLON.TargetCamera));
  84704. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84705. })(BABYLON || (BABYLON = {}));
  84706. //# sourceMappingURL=babylon.followCamera.js.map
  84707. var BABYLON;
  84708. (function (BABYLON) {
  84709. /**
  84710. * 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,
  84711. * which still works and will still be found in many Playgrounds.
  84712. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84713. */
  84714. var UniversalCamera = /** @class */ (function (_super) {
  84715. __extends(UniversalCamera, _super);
  84716. /**
  84717. * 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,
  84718. * which still works and will still be found in many Playgrounds.
  84719. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84720. * @param name Define the name of the camera in the scene
  84721. * @param position Define the start position of the camera in the scene
  84722. * @param scene Define the scene the camera belongs to
  84723. */
  84724. function UniversalCamera(name, position, scene) {
  84725. var _this = _super.call(this, name, position, scene) || this;
  84726. _this.inputs.addGamepad();
  84727. return _this;
  84728. }
  84729. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84730. /**
  84731. * Defines the gamepad rotation sensiblity.
  84732. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84733. */
  84734. get: function () {
  84735. var gamepad = this.inputs.attached["gamepad"];
  84736. if (gamepad) {
  84737. return gamepad.gamepadAngularSensibility;
  84738. }
  84739. return 0;
  84740. },
  84741. set: function (value) {
  84742. var gamepad = this.inputs.attached["gamepad"];
  84743. if (gamepad) {
  84744. gamepad.gamepadAngularSensibility = value;
  84745. }
  84746. },
  84747. enumerable: true,
  84748. configurable: true
  84749. });
  84750. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84751. /**
  84752. * Defines the gamepad move sensiblity.
  84753. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84754. */
  84755. get: function () {
  84756. var gamepad = this.inputs.attached["gamepad"];
  84757. if (gamepad) {
  84758. return gamepad.gamepadMoveSensibility;
  84759. }
  84760. return 0;
  84761. },
  84762. set: function (value) {
  84763. var gamepad = this.inputs.attached["gamepad"];
  84764. if (gamepad) {
  84765. gamepad.gamepadMoveSensibility = value;
  84766. }
  84767. },
  84768. enumerable: true,
  84769. configurable: true
  84770. });
  84771. /**
  84772. * Gets the current object class name.
  84773. * @return the class name
  84774. */
  84775. UniversalCamera.prototype.getClassName = function () {
  84776. return "UniversalCamera";
  84777. };
  84778. return UniversalCamera;
  84779. }(BABYLON.TouchCamera));
  84780. BABYLON.UniversalCamera = UniversalCamera;
  84781. })(BABYLON || (BABYLON = {}));
  84782. //# sourceMappingURL=babylon.universalCamera.js.map
  84783. var BABYLON;
  84784. (function (BABYLON) {
  84785. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84786. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84787. });
  84788. /**
  84789. * This represents a FPS type of camera. This is only here for back compat purpose.
  84790. * Please use the UniversalCamera instead as both are identical.
  84791. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84792. */
  84793. var GamepadCamera = /** @class */ (function (_super) {
  84794. __extends(GamepadCamera, _super);
  84795. /**
  84796. * Instantiates a new Gamepad Camera
  84797. * This represents a FPS type of camera. This is only here for back compat purpose.
  84798. * Please use the UniversalCamera instead as both are identical.
  84799. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84800. * @param name Define the name of the camera in the scene
  84801. * @param position Define the start position of the camera in the scene
  84802. * @param scene Define the scene the camera belongs to
  84803. */
  84804. function GamepadCamera(name, position, scene) {
  84805. return _super.call(this, name, position, scene) || this;
  84806. }
  84807. /**
  84808. * Gets the current object class name.
  84809. * @return the class name
  84810. */
  84811. GamepadCamera.prototype.getClassName = function () {
  84812. return "GamepadCamera";
  84813. };
  84814. return GamepadCamera;
  84815. }(BABYLON.UniversalCamera));
  84816. BABYLON.GamepadCamera = GamepadCamera;
  84817. })(BABYLON || (BABYLON = {}));
  84818. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84819. var BABYLON;
  84820. (function (BABYLON) {
  84821. /**
  84822. * PostProcessRenderPipelineManager class
  84823. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84824. */
  84825. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84826. /**
  84827. * Initializes a PostProcessRenderPipelineManager
  84828. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84829. */
  84830. function PostProcessRenderPipelineManager() {
  84831. this._renderPipelines = {};
  84832. }
  84833. /**
  84834. * Adds a pipeline to the manager
  84835. * @param renderPipeline The pipeline to add
  84836. */
  84837. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84838. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84839. };
  84840. /**
  84841. * Attaches a camera to the pipeline
  84842. * @param renderPipelineName The name of the pipeline to attach to
  84843. * @param cameras the camera to attach
  84844. * @param unique if the camera can be attached multiple times to the pipeline
  84845. */
  84846. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84847. if (unique === void 0) { unique = false; }
  84848. var renderPipeline = this._renderPipelines[renderPipelineName];
  84849. if (!renderPipeline) {
  84850. return;
  84851. }
  84852. renderPipeline._attachCameras(cameras, unique);
  84853. };
  84854. /**
  84855. * Detaches a camera from the pipeline
  84856. * @param renderPipelineName The name of the pipeline to detach from
  84857. * @param cameras the camera to detach
  84858. */
  84859. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84860. var renderPipeline = this._renderPipelines[renderPipelineName];
  84861. if (!renderPipeline) {
  84862. return;
  84863. }
  84864. renderPipeline._detachCameras(cameras);
  84865. };
  84866. /**
  84867. * Enables an effect by name on a pipeline
  84868. * @param renderPipelineName the name of the pipeline to enable the effect in
  84869. * @param renderEffectName the name of the effect to enable
  84870. * @param cameras the cameras that the effect should be enabled on
  84871. */
  84872. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84873. var renderPipeline = this._renderPipelines[renderPipelineName];
  84874. if (!renderPipeline) {
  84875. return;
  84876. }
  84877. renderPipeline._enableEffect(renderEffectName, cameras);
  84878. };
  84879. /**
  84880. * Disables an effect by name on a pipeline
  84881. * @param renderPipelineName the name of the pipeline to disable the effect in
  84882. * @param renderEffectName the name of the effect to disable
  84883. * @param cameras the cameras that the effect should be disabled on
  84884. */
  84885. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84886. var renderPipeline = this._renderPipelines[renderPipelineName];
  84887. if (!renderPipeline) {
  84888. return;
  84889. }
  84890. renderPipeline._disableEffect(renderEffectName, cameras);
  84891. };
  84892. /**
  84893. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84894. */
  84895. PostProcessRenderPipelineManager.prototype.update = function () {
  84896. for (var renderPipelineName in this._renderPipelines) {
  84897. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84898. var pipeline = this._renderPipelines[renderPipelineName];
  84899. if (!pipeline.isSupported) {
  84900. pipeline.dispose();
  84901. delete this._renderPipelines[renderPipelineName];
  84902. }
  84903. else {
  84904. pipeline._update();
  84905. }
  84906. }
  84907. }
  84908. };
  84909. /** @hidden */
  84910. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84911. for (var renderPipelineName in this._renderPipelines) {
  84912. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84913. var pipeline = this._renderPipelines[renderPipelineName];
  84914. pipeline._rebuild();
  84915. }
  84916. }
  84917. };
  84918. /**
  84919. * Disposes of the manager and pipelines
  84920. */
  84921. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84922. for (var renderPipelineName in this._renderPipelines) {
  84923. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84924. var pipeline = this._renderPipelines[renderPipelineName];
  84925. pipeline.dispose();
  84926. }
  84927. }
  84928. };
  84929. return PostProcessRenderPipelineManager;
  84930. }());
  84931. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84932. })(BABYLON || (BABYLON = {}));
  84933. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84934. var BABYLON;
  84935. (function (BABYLON) {
  84936. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84937. get: function () {
  84938. if (!this._postProcessRenderPipelineManager) {
  84939. // Register the G Buffer component to the scene.
  84940. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84941. if (!component) {
  84942. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84943. this._addComponent(component);
  84944. }
  84945. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84946. }
  84947. return this._postProcessRenderPipelineManager;
  84948. },
  84949. enumerable: true,
  84950. configurable: true
  84951. });
  84952. /**
  84953. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84954. */
  84955. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84956. /**
  84957. * Creates a new instance of the component for the given scene
  84958. * @param scene Defines the scene to register the component in
  84959. */
  84960. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84961. /**
  84962. * The component name helpfull to identify the component in the list of scene components.
  84963. */
  84964. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84965. this.scene = scene;
  84966. }
  84967. /**
  84968. * Registers the component in a given scene
  84969. */
  84970. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84971. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84972. };
  84973. /**
  84974. * Rebuilds the elements related to this component in case of
  84975. * context lost for instance.
  84976. */
  84977. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84978. if (this.scene._postProcessRenderPipelineManager) {
  84979. this.scene._postProcessRenderPipelineManager._rebuild();
  84980. }
  84981. };
  84982. /**
  84983. * Disposes the component and the associated ressources
  84984. */
  84985. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84986. if (this.scene._postProcessRenderPipelineManager) {
  84987. this.scene._postProcessRenderPipelineManager.dispose();
  84988. }
  84989. };
  84990. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84991. if (this.scene._postProcessRenderPipelineManager) {
  84992. this.scene._postProcessRenderPipelineManager.update();
  84993. }
  84994. };
  84995. return PostProcessRenderPipelineManagerSceneComponent;
  84996. }());
  84997. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84998. })(BABYLON || (BABYLON = {}));
  84999. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85000. var BABYLON;
  85001. (function (BABYLON) {
  85002. /**
  85003. * This represents a set of one or more post processes in Babylon.
  85004. * A post process can be used to apply a shader to a texture after it is rendered.
  85005. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85006. */
  85007. var PostProcessRenderEffect = /** @class */ (function () {
  85008. /**
  85009. * Instantiates a post process render effect.
  85010. * A post process can be used to apply a shader to a texture after it is rendered.
  85011. * @param engine The engine the effect is tied to
  85012. * @param name The name of the effect
  85013. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85014. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85015. */
  85016. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85017. this._name = name;
  85018. this._singleInstance = singleInstance || true;
  85019. this._getPostProcesses = getPostProcesses;
  85020. this._cameras = {};
  85021. this._indicesForCamera = {};
  85022. this._postProcesses = {};
  85023. }
  85024. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85025. /**
  85026. * Checks if all the post processes in the effect are supported.
  85027. */
  85028. get: function () {
  85029. for (var index in this._postProcesses) {
  85030. if (this._postProcesses.hasOwnProperty(index)) {
  85031. var pps = this._postProcesses[index];
  85032. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85033. if (!pps[ppIndex].isSupported) {
  85034. return false;
  85035. }
  85036. }
  85037. }
  85038. }
  85039. return true;
  85040. },
  85041. enumerable: true,
  85042. configurable: true
  85043. });
  85044. /**
  85045. * Updates the current state of the effect
  85046. * @hidden
  85047. */
  85048. PostProcessRenderEffect.prototype._update = function () {
  85049. };
  85050. /**
  85051. * Attaches the effect on cameras
  85052. * @param cameras The camera to attach to.
  85053. * @hidden
  85054. */
  85055. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85056. var _this = this;
  85057. var cameraKey;
  85058. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85059. if (!cams) {
  85060. return;
  85061. }
  85062. for (var i = 0; i < cams.length; i++) {
  85063. var camera = cams[i];
  85064. var cameraName = camera.name;
  85065. if (this._singleInstance) {
  85066. cameraKey = 0;
  85067. }
  85068. else {
  85069. cameraKey = cameraName;
  85070. }
  85071. if (!this._postProcesses[cameraKey]) {
  85072. var postProcess = this._getPostProcesses();
  85073. if (postProcess) {
  85074. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85075. }
  85076. }
  85077. if (!this._indicesForCamera[cameraName]) {
  85078. this._indicesForCamera[cameraName] = [];
  85079. }
  85080. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85081. var index = camera.attachPostProcess(postProcess);
  85082. _this._indicesForCamera[cameraName].push(index);
  85083. });
  85084. if (!this._cameras[cameraName]) {
  85085. this._cameras[cameraName] = camera;
  85086. }
  85087. }
  85088. };
  85089. /**
  85090. * Detatches the effect on cameras
  85091. * @param cameras The camera to detatch from.
  85092. * @hidden
  85093. */
  85094. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85095. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85096. if (!cams) {
  85097. return;
  85098. }
  85099. for (var i = 0; i < cams.length; i++) {
  85100. var camera = cams[i];
  85101. var cameraName = camera.name;
  85102. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85103. if (postProcesses) {
  85104. postProcesses.forEach(function (postProcess) {
  85105. camera.detachPostProcess(postProcess);
  85106. });
  85107. }
  85108. if (this._cameras[cameraName]) {
  85109. this._cameras[cameraName] = null;
  85110. }
  85111. }
  85112. };
  85113. /**
  85114. * Enables the effect on given cameras
  85115. * @param cameras The camera to enable.
  85116. * @hidden
  85117. */
  85118. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85119. var _this = this;
  85120. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85121. if (!cams) {
  85122. return;
  85123. }
  85124. for (var i = 0; i < cams.length; i++) {
  85125. var camera = cams[i];
  85126. var cameraName = camera.name;
  85127. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85128. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85129. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85130. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85131. });
  85132. }
  85133. }
  85134. }
  85135. };
  85136. /**
  85137. * Disables the effect on the given cameras
  85138. * @param cameras The camera to disable.
  85139. * @hidden
  85140. */
  85141. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85142. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85143. if (!cams) {
  85144. return;
  85145. }
  85146. for (var i = 0; i < cams.length; i++) {
  85147. var camera = cams[i];
  85148. var cameraName = camera.name;
  85149. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85150. camera.detachPostProcess(postProcess);
  85151. });
  85152. }
  85153. };
  85154. /**
  85155. * Gets a list of the post processes contained in the effect.
  85156. * @param camera The camera to get the post processes on.
  85157. * @returns The list of the post processes in the effect.
  85158. */
  85159. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85160. if (this._singleInstance) {
  85161. return this._postProcesses[0];
  85162. }
  85163. else {
  85164. if (!camera) {
  85165. return null;
  85166. }
  85167. return this._postProcesses[camera.name];
  85168. }
  85169. };
  85170. return PostProcessRenderEffect;
  85171. }());
  85172. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85173. })(BABYLON || (BABYLON = {}));
  85174. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85175. var BABYLON;
  85176. (function (BABYLON) {
  85177. /**
  85178. * PostProcessRenderPipeline
  85179. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85180. */
  85181. var PostProcessRenderPipeline = /** @class */ (function () {
  85182. /**
  85183. * Initializes a PostProcessRenderPipeline
  85184. * @param engine engine to add the pipeline to
  85185. * @param name name of the pipeline
  85186. */
  85187. function PostProcessRenderPipeline(engine, name) {
  85188. this.engine = engine;
  85189. this._name = name;
  85190. this._renderEffects = {};
  85191. this._renderEffectsForIsolatedPass = new Array();
  85192. this._cameras = [];
  85193. }
  85194. /**
  85195. * "PostProcessRenderPipeline"
  85196. * @returns "PostProcessRenderPipeline"
  85197. */
  85198. PostProcessRenderPipeline.prototype.getClassName = function () {
  85199. return "PostProcessRenderPipeline";
  85200. };
  85201. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85202. /**
  85203. * If all the render effects in the pipeline are support
  85204. */
  85205. get: function () {
  85206. for (var renderEffectName in this._renderEffects) {
  85207. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85208. if (!this._renderEffects[renderEffectName].isSupported) {
  85209. return false;
  85210. }
  85211. }
  85212. }
  85213. return true;
  85214. },
  85215. enumerable: true,
  85216. configurable: true
  85217. });
  85218. /**
  85219. * Adds an effect to the pipeline
  85220. * @param renderEffect the effect to add
  85221. */
  85222. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85223. this._renderEffects[renderEffect._name] = renderEffect;
  85224. };
  85225. // private
  85226. /** @hidden */
  85227. PostProcessRenderPipeline.prototype._rebuild = function () {
  85228. };
  85229. /** @hidden */
  85230. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85231. var renderEffects = this._renderEffects[renderEffectName];
  85232. if (!renderEffects) {
  85233. return;
  85234. }
  85235. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85236. };
  85237. /** @hidden */
  85238. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85239. var renderEffects = this._renderEffects[renderEffectName];
  85240. if (!renderEffects) {
  85241. return;
  85242. }
  85243. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85244. };
  85245. /** @hidden */
  85246. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85247. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85248. if (!cams) {
  85249. return;
  85250. }
  85251. var indicesToDelete = [];
  85252. var i;
  85253. for (i = 0; i < cams.length; i++) {
  85254. var camera = cams[i];
  85255. var cameraName = camera.name;
  85256. if (this._cameras.indexOf(camera) === -1) {
  85257. this._cameras[cameraName] = camera;
  85258. }
  85259. else if (unique) {
  85260. indicesToDelete.push(i);
  85261. }
  85262. }
  85263. for (i = 0; i < indicesToDelete.length; i++) {
  85264. cameras.splice(indicesToDelete[i], 1);
  85265. }
  85266. for (var renderEffectName in this._renderEffects) {
  85267. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85268. this._renderEffects[renderEffectName]._attachCameras(cams);
  85269. }
  85270. }
  85271. };
  85272. /** @hidden */
  85273. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85274. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85275. if (!cams) {
  85276. return;
  85277. }
  85278. for (var renderEffectName in this._renderEffects) {
  85279. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85280. this._renderEffects[renderEffectName]._detachCameras(cams);
  85281. }
  85282. }
  85283. for (var i = 0; i < cams.length; i++) {
  85284. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85285. }
  85286. };
  85287. /** @hidden */
  85288. PostProcessRenderPipeline.prototype._update = function () {
  85289. for (var renderEffectName in this._renderEffects) {
  85290. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85291. this._renderEffects[renderEffectName]._update();
  85292. }
  85293. }
  85294. for (var i = 0; i < this._cameras.length; i++) {
  85295. var cameraName = this._cameras[i].name;
  85296. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85297. this._renderEffectsForIsolatedPass[cameraName]._update();
  85298. }
  85299. }
  85300. };
  85301. /** @hidden */
  85302. PostProcessRenderPipeline.prototype._reset = function () {
  85303. this._renderEffects = {};
  85304. this._renderEffectsForIsolatedPass = new Array();
  85305. };
  85306. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85307. // 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)
  85308. var effectKeys = Object.keys(this._renderEffects);
  85309. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85310. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85311. if (postProcesses) {
  85312. postProcesses[0].samples = sampleCount;
  85313. return true;
  85314. }
  85315. }
  85316. return false;
  85317. };
  85318. /**
  85319. * Disposes of the pipeline
  85320. */
  85321. PostProcessRenderPipeline.prototype.dispose = function () {
  85322. // Must be implemented by children
  85323. };
  85324. __decorate([
  85325. BABYLON.serialize()
  85326. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85327. return PostProcessRenderPipeline;
  85328. }());
  85329. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85330. })(BABYLON || (BABYLON = {}));
  85331. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85332. var BABYLON;
  85333. (function (BABYLON) {
  85334. /**
  85335. * This represents a depth renderer in Babylon.
  85336. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85337. */
  85338. var DepthRenderer = /** @class */ (function () {
  85339. /**
  85340. * Instantiates a depth renderer
  85341. * @param scene The scene the renderer belongs to
  85342. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85343. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85344. */
  85345. function DepthRenderer(scene, type, camera) {
  85346. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85347. if (camera === void 0) { camera = null; }
  85348. var _this = this;
  85349. /**
  85350. * Specifiess that the depth renderer will only be used within
  85351. * the camera it is created for.
  85352. * This can help forcing its rendering during the camera processing.
  85353. */
  85354. this.useOnlyInActiveCamera = false;
  85355. this._scene = scene;
  85356. // Register the G Buffer component to the scene.
  85357. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85358. if (!component) {
  85359. component = new BABYLON.DepthRendererSceneComponent(scene);
  85360. scene._addComponent(component);
  85361. }
  85362. this._camera = camera;
  85363. var engine = scene.getEngine();
  85364. // Render target
  85365. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85366. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85367. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85368. this._depthMap.refreshRate = 1;
  85369. this._depthMap.renderParticles = false;
  85370. this._depthMap.renderList = null;
  85371. // Camera to get depth map from to support multiple concurrent cameras
  85372. this._depthMap.activeCamera = this._camera;
  85373. this._depthMap.ignoreCameraViewport = true;
  85374. this._depthMap.useCameraPostProcesses = false;
  85375. // set default depth value to 1.0 (far away)
  85376. this._depthMap.onClearObservable.add(function (engine) {
  85377. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85378. });
  85379. // Custom render function
  85380. var renderSubMesh = function (subMesh) {
  85381. var mesh = subMesh.getRenderingMesh();
  85382. var scene = _this._scene;
  85383. var engine = scene.getEngine();
  85384. var material = subMesh.getMaterial();
  85385. if (!material) {
  85386. return;
  85387. }
  85388. // Culling and reverse (right handed system)
  85389. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85390. // Managing instances
  85391. var batch = mesh._getInstancesRenderList(subMesh._id);
  85392. if (batch.mustReturn) {
  85393. return;
  85394. }
  85395. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85396. var camera = _this._camera || scene.activeCamera;
  85397. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85398. engine.enableEffect(_this._effect);
  85399. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85400. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85401. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85402. // Alpha test
  85403. if (material && material.needAlphaTesting()) {
  85404. var alphaTexture = material.getAlphaTestTexture();
  85405. if (alphaTexture) {
  85406. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85407. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85408. }
  85409. }
  85410. // Bones
  85411. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85412. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85413. }
  85414. // Draw
  85415. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85416. }
  85417. };
  85418. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85419. var index;
  85420. if (depthOnlySubMeshes.length) {
  85421. engine.setColorWrite(false);
  85422. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85423. renderSubMesh(depthOnlySubMeshes.data[index]);
  85424. }
  85425. engine.setColorWrite(true);
  85426. }
  85427. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85428. renderSubMesh(opaqueSubMeshes.data[index]);
  85429. }
  85430. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85431. renderSubMesh(alphaTestSubMeshes.data[index]);
  85432. }
  85433. };
  85434. }
  85435. /**
  85436. * Creates the depth rendering effect and checks if the effect is ready.
  85437. * @param subMesh The submesh to be used to render the depth map of
  85438. * @param useInstances If multiple world instances should be used
  85439. * @returns if the depth renderer is ready to render the depth map
  85440. */
  85441. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85442. var material = subMesh.getMaterial();
  85443. if (material.disableDepthWrite) {
  85444. return false;
  85445. }
  85446. var defines = [];
  85447. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85448. var mesh = subMesh.getMesh();
  85449. // Alpha test
  85450. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85451. defines.push("#define ALPHATEST");
  85452. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85453. attribs.push(BABYLON.VertexBuffer.UVKind);
  85454. defines.push("#define UV1");
  85455. }
  85456. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85457. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85458. defines.push("#define UV2");
  85459. }
  85460. }
  85461. // Bones
  85462. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85463. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85464. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85465. if (mesh.numBoneInfluencers > 4) {
  85466. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85467. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85468. }
  85469. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85470. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85471. }
  85472. else {
  85473. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85474. }
  85475. // Instances
  85476. if (useInstances) {
  85477. defines.push("#define INSTANCES");
  85478. attribs.push("world0");
  85479. attribs.push("world1");
  85480. attribs.push("world2");
  85481. attribs.push("world3");
  85482. }
  85483. // Get correct effect
  85484. var join = defines.join("\n");
  85485. if (this._cachedDefines !== join) {
  85486. this._cachedDefines = join;
  85487. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85488. }
  85489. return this._effect.isReady();
  85490. };
  85491. /**
  85492. * Gets the texture which the depth map will be written to.
  85493. * @returns The depth map texture
  85494. */
  85495. DepthRenderer.prototype.getDepthMap = function () {
  85496. return this._depthMap;
  85497. };
  85498. /**
  85499. * Disposes of the depth renderer.
  85500. */
  85501. DepthRenderer.prototype.dispose = function () {
  85502. this._depthMap.dispose();
  85503. };
  85504. return DepthRenderer;
  85505. }());
  85506. BABYLON.DepthRenderer = DepthRenderer;
  85507. })(BABYLON || (BABYLON = {}));
  85508. //# sourceMappingURL=babylon.depthRenderer.js.map
  85509. var BABYLON;
  85510. (function (BABYLON) {
  85511. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85512. camera = camera || this.activeCamera;
  85513. if (!camera) {
  85514. throw "No camera available to enable depth renderer";
  85515. }
  85516. if (!this._depthRenderer) {
  85517. this._depthRenderer = {};
  85518. }
  85519. if (!this._depthRenderer[camera.id]) {
  85520. var textureType = 0;
  85521. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85522. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85523. }
  85524. else if (this.getEngine().getCaps().textureFloatRender) {
  85525. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85526. }
  85527. else {
  85528. throw "Depth renderer does not support int texture type";
  85529. }
  85530. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85531. }
  85532. return this._depthRenderer[camera.id];
  85533. };
  85534. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85535. camera = camera || this.activeCamera;
  85536. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85537. return;
  85538. }
  85539. this._depthRenderer[camera.id].dispose();
  85540. delete this._depthRenderer[camera.id];
  85541. };
  85542. /**
  85543. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85544. * in several rendering techniques.
  85545. */
  85546. var DepthRendererSceneComponent = /** @class */ (function () {
  85547. /**
  85548. * Creates a new instance of the component for the given scene
  85549. * @param scene Defines the scene to register the component in
  85550. */
  85551. function DepthRendererSceneComponent(scene) {
  85552. /**
  85553. * The component name helpfull to identify the component in the list of scene components.
  85554. */
  85555. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85556. this.scene = scene;
  85557. }
  85558. /**
  85559. * Registers the component in a given scene
  85560. */
  85561. DepthRendererSceneComponent.prototype.register = function () {
  85562. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85563. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85564. };
  85565. /**
  85566. * Rebuilds the elements related to this component in case of
  85567. * context lost for instance.
  85568. */
  85569. DepthRendererSceneComponent.prototype.rebuild = function () {
  85570. // Nothing to do for this component
  85571. };
  85572. /**
  85573. * Disposes the component and the associated ressources
  85574. */
  85575. DepthRendererSceneComponent.prototype.dispose = function () {
  85576. for (var key in this.scene._depthRenderer) {
  85577. this.scene._depthRenderer[key].dispose();
  85578. }
  85579. };
  85580. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85581. if (this.scene._depthRenderer) {
  85582. for (var key in this.scene._depthRenderer) {
  85583. var depthRenderer = this.scene._depthRenderer[key];
  85584. if (!depthRenderer.useOnlyInActiveCamera) {
  85585. renderTargets.push(depthRenderer.getDepthMap());
  85586. }
  85587. }
  85588. }
  85589. };
  85590. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85591. if (this.scene._depthRenderer) {
  85592. for (var key in this.scene._depthRenderer) {
  85593. var depthRenderer = this.scene._depthRenderer[key];
  85594. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85595. renderTargets.push(depthRenderer.getDepthMap());
  85596. }
  85597. }
  85598. }
  85599. };
  85600. return DepthRendererSceneComponent;
  85601. }());
  85602. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85603. })(BABYLON || (BABYLON = {}));
  85604. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85605. var BABYLON;
  85606. (function (BABYLON) {
  85607. /**
  85608. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85609. */
  85610. var GeometryBufferRenderer = /** @class */ (function () {
  85611. /**
  85612. * Creates a new G Buffer for the scene
  85613. * @param scene The scene the buffer belongs to
  85614. * @param ratio How big is the buffer related to the main canvas.
  85615. */
  85616. function GeometryBufferRenderer(scene, ratio) {
  85617. if (ratio === void 0) { ratio = 1; }
  85618. /**
  85619. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85620. * in order to compute objects velocities when enableVelocity is set to "true"
  85621. * @hidden
  85622. */
  85623. this._previousTransformationMatrices = {};
  85624. this._enablePosition = false;
  85625. this._enableVelocity = false;
  85626. this._positionIndex = -1;
  85627. this._velocityIndex = -1;
  85628. this._scene = scene;
  85629. this._ratio = ratio;
  85630. // Register the G Buffer component to the scene.
  85631. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85632. if (!component) {
  85633. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85634. scene._addComponent(component);
  85635. }
  85636. // Render target
  85637. this._createRenderTargets();
  85638. }
  85639. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85640. /**
  85641. * Set the render list (meshes to be rendered) used in the G buffer.
  85642. */
  85643. set: function (meshes) {
  85644. this._multiRenderTarget.renderList = meshes;
  85645. },
  85646. enumerable: true,
  85647. configurable: true
  85648. });
  85649. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85650. /**
  85651. * Gets wether or not G buffer are supported by the running hardware.
  85652. * This requires draw buffer supports
  85653. */
  85654. get: function () {
  85655. return this._multiRenderTarget.isSupported;
  85656. },
  85657. enumerable: true,
  85658. configurable: true
  85659. });
  85660. /**
  85661. * Returns the index of the given texture type in the G-Buffer textures array
  85662. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85663. * @returns the index of the given texture type in the G-Buffer textures array
  85664. */
  85665. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85666. switch (textureType) {
  85667. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85668. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85669. default: return -1;
  85670. }
  85671. };
  85672. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85673. /**
  85674. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85675. */
  85676. get: function () {
  85677. return this._enablePosition;
  85678. },
  85679. /**
  85680. * Sets whether or not objects positions are enabled for the G buffer.
  85681. */
  85682. set: function (enable) {
  85683. this._enablePosition = enable;
  85684. this.dispose();
  85685. this._createRenderTargets();
  85686. },
  85687. enumerable: true,
  85688. configurable: true
  85689. });
  85690. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85691. /**
  85692. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85693. */
  85694. get: function () {
  85695. return this._enableVelocity;
  85696. },
  85697. /**
  85698. * Sets wether or not objects velocities are enabled for the G buffer.
  85699. */
  85700. set: function (enable) {
  85701. this._enableVelocity = enable;
  85702. this.dispose();
  85703. this._createRenderTargets();
  85704. },
  85705. enumerable: true,
  85706. configurable: true
  85707. });
  85708. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85709. /**
  85710. * Gets the scene associated with the buffer.
  85711. */
  85712. get: function () {
  85713. return this._scene;
  85714. },
  85715. enumerable: true,
  85716. configurable: true
  85717. });
  85718. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85719. /**
  85720. * Gets the ratio used by the buffer during its creation.
  85721. * How big is the buffer related to the main canvas.
  85722. */
  85723. get: function () {
  85724. return this._ratio;
  85725. },
  85726. enumerable: true,
  85727. configurable: true
  85728. });
  85729. /**
  85730. * Checks wether everything is ready to render a submesh to the G buffer.
  85731. * @param subMesh the submesh to check readiness for
  85732. * @param useInstances is the mesh drawn using instance or not
  85733. * @returns true if ready otherwise false
  85734. */
  85735. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85736. var material = subMesh.getMaterial();
  85737. if (material && material.disableDepthWrite) {
  85738. return false;
  85739. }
  85740. var defines = [];
  85741. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85742. var mesh = subMesh.getMesh();
  85743. // Alpha test
  85744. if (material && material.needAlphaTesting()) {
  85745. defines.push("#define ALPHATEST");
  85746. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85747. attribs.push(BABYLON.VertexBuffer.UVKind);
  85748. defines.push("#define UV1");
  85749. }
  85750. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85751. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85752. defines.push("#define UV2");
  85753. }
  85754. }
  85755. // Buffers
  85756. if (this._enablePosition) {
  85757. defines.push("#define POSITION");
  85758. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85759. }
  85760. if (this._enableVelocity) {
  85761. defines.push("#define VELOCITY");
  85762. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85763. }
  85764. // Bones
  85765. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85766. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85767. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85768. if (mesh.numBoneInfluencers > 4) {
  85769. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85770. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85771. }
  85772. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85773. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85774. }
  85775. else {
  85776. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85777. }
  85778. // Instances
  85779. if (useInstances) {
  85780. defines.push("#define INSTANCES");
  85781. attribs.push("world0");
  85782. attribs.push("world1");
  85783. attribs.push("world2");
  85784. attribs.push("world3");
  85785. }
  85786. // Setup textures count
  85787. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85788. // Get correct effect
  85789. var join = defines.join("\n");
  85790. if (this._cachedDefines !== join) {
  85791. this._cachedDefines = join;
  85792. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85793. }
  85794. return this._effect.isReady();
  85795. };
  85796. /**
  85797. * Gets the current underlying G Buffer.
  85798. * @returns the buffer
  85799. */
  85800. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85801. return this._multiRenderTarget;
  85802. };
  85803. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85804. /**
  85805. * Gets the number of samples used to render the buffer (anti aliasing).
  85806. */
  85807. get: function () {
  85808. return this._multiRenderTarget.samples;
  85809. },
  85810. /**
  85811. * Sets the number of samples used to render the buffer (anti aliasing).
  85812. */
  85813. set: function (value) {
  85814. this._multiRenderTarget.samples = value;
  85815. },
  85816. enumerable: true,
  85817. configurable: true
  85818. });
  85819. /**
  85820. * Disposes the renderer and frees up associated resources.
  85821. */
  85822. GeometryBufferRenderer.prototype.dispose = function () {
  85823. this.getGBuffer().dispose();
  85824. };
  85825. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85826. var _this = this;
  85827. var engine = this._scene.getEngine();
  85828. var count = 2;
  85829. if (this._enablePosition) {
  85830. this._positionIndex = count;
  85831. count++;
  85832. }
  85833. if (this._enableVelocity) {
  85834. this._velocityIndex = count;
  85835. count++;
  85836. }
  85837. 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 });
  85838. if (!this.isSupported) {
  85839. return;
  85840. }
  85841. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85842. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85843. this._multiRenderTarget.refreshRate = 1;
  85844. this._multiRenderTarget.renderParticles = false;
  85845. this._multiRenderTarget.renderList = null;
  85846. // set default depth value to 1.0 (far away)
  85847. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85848. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85849. });
  85850. // Custom render function
  85851. var renderSubMesh = function (subMesh) {
  85852. var mesh = subMesh.getRenderingMesh();
  85853. var scene = _this._scene;
  85854. var engine = scene.getEngine();
  85855. var material = subMesh.getMaterial();
  85856. if (!material) {
  85857. return;
  85858. }
  85859. // Velocity
  85860. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85861. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85862. }
  85863. // Culling
  85864. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85865. // Managing instances
  85866. var batch = mesh._getInstancesRenderList(subMesh._id);
  85867. if (batch.mustReturn) {
  85868. return;
  85869. }
  85870. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85871. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85872. engine.enableEffect(_this._effect);
  85873. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85874. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85875. _this._effect.setMatrix("view", scene.getViewMatrix());
  85876. // Alpha test
  85877. if (material && material.needAlphaTesting()) {
  85878. var alphaTexture = material.getAlphaTestTexture();
  85879. if (alphaTexture) {
  85880. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85881. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85882. }
  85883. }
  85884. // Bones
  85885. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85886. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85887. }
  85888. // Velocity
  85889. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85890. // Draw
  85891. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85892. }
  85893. // Velocity
  85894. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85895. };
  85896. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85897. var index;
  85898. if (depthOnlySubMeshes.length) {
  85899. engine.setColorWrite(false);
  85900. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85901. renderSubMesh(depthOnlySubMeshes.data[index]);
  85902. }
  85903. engine.setColorWrite(true);
  85904. }
  85905. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85906. renderSubMesh(opaqueSubMeshes.data[index]);
  85907. }
  85908. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85909. renderSubMesh(alphaTestSubMeshes.data[index]);
  85910. }
  85911. };
  85912. };
  85913. /**
  85914. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85915. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85916. */
  85917. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85918. /**
  85919. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85920. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85921. */
  85922. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85923. return GeometryBufferRenderer;
  85924. }());
  85925. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85926. })(BABYLON || (BABYLON = {}));
  85927. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85928. var BABYLON;
  85929. (function (BABYLON) {
  85930. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85931. get: function () {
  85932. this._geometryBufferRenderer;
  85933. },
  85934. set: function (value) {
  85935. if (value && value.isSupported) {
  85936. this._geometryBufferRenderer = value;
  85937. }
  85938. },
  85939. enumerable: true,
  85940. configurable: true
  85941. });
  85942. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85943. if (ratio === void 0) { ratio = 1; }
  85944. if (this._geometryBufferRenderer) {
  85945. return this._geometryBufferRenderer;
  85946. }
  85947. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85948. if (!this._geometryBufferRenderer.isSupported) {
  85949. this._geometryBufferRenderer = null;
  85950. }
  85951. return this._geometryBufferRenderer;
  85952. };
  85953. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85954. if (!this._geometryBufferRenderer) {
  85955. return;
  85956. }
  85957. this._geometryBufferRenderer.dispose();
  85958. this._geometryBufferRenderer = null;
  85959. };
  85960. /**
  85961. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85962. * in several rendering techniques.
  85963. */
  85964. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85965. /**
  85966. * Creates a new instance of the component for the given scene
  85967. * @param scene Defines the scene to register the component in
  85968. */
  85969. function GeometryBufferRendererSceneComponent(scene) {
  85970. /**
  85971. * The component name helpful to identify the component in the list of scene components.
  85972. */
  85973. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85974. this.scene = scene;
  85975. }
  85976. /**
  85977. * Registers the component in a given scene
  85978. */
  85979. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85980. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85981. };
  85982. /**
  85983. * Rebuilds the elements related to this component in case of
  85984. * context lost for instance.
  85985. */
  85986. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85987. // Nothing to do for this component
  85988. };
  85989. /**
  85990. * Disposes the component and the associated ressources
  85991. */
  85992. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85993. // Nothing to do for this component
  85994. };
  85995. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85996. if (this.scene._geometryBufferRenderer) {
  85997. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85998. }
  85999. };
  86000. return GeometryBufferRendererSceneComponent;
  86001. }());
  86002. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86003. })(BABYLON || (BABYLON = {}));
  86004. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86005. var BABYLON;
  86006. (function (BABYLON) {
  86007. /**
  86008. * Render pipeline to produce ssao effect
  86009. */
  86010. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86011. __extends(SSAORenderingPipeline, _super);
  86012. /**
  86013. * @constructor
  86014. * @param name - The rendering pipeline name
  86015. * @param scene - The scene linked to this pipeline
  86016. * @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 }
  86017. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86018. */
  86019. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86020. var _this = _super.call(this, scene.getEngine(), name) || this;
  86021. // Members
  86022. /**
  86023. * @ignore
  86024. * The PassPostProcess id in the pipeline that contains the original scene color
  86025. */
  86026. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86027. /**
  86028. * @ignore
  86029. * The SSAO PostProcess id in the pipeline
  86030. */
  86031. _this.SSAORenderEffect = "SSAORenderEffect";
  86032. /**
  86033. * @ignore
  86034. * The horizontal blur PostProcess id in the pipeline
  86035. */
  86036. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86037. /**
  86038. * @ignore
  86039. * The vertical blur PostProcess id in the pipeline
  86040. */
  86041. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86042. /**
  86043. * @ignore
  86044. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86045. */
  86046. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86047. /**
  86048. * The output strength of the SSAO post-process. Default value is 1.0.
  86049. */
  86050. _this.totalStrength = 1.0;
  86051. /**
  86052. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86053. */
  86054. _this.radius = 0.0001;
  86055. /**
  86056. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86057. * Must not be equal to fallOff and superior to fallOff.
  86058. * Default value is 0.975
  86059. */
  86060. _this.area = 0.0075;
  86061. /**
  86062. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86063. * Must not be equal to area and inferior to area.
  86064. * Default value is 0.0
  86065. */
  86066. _this.fallOff = 0.000001;
  86067. /**
  86068. * The base color of the SSAO post-process
  86069. * The final result is "base + ssao" between [0, 1]
  86070. */
  86071. _this.base = 0.5;
  86072. _this._firstUpdate = true;
  86073. _this._scene = scene;
  86074. // Set up assets
  86075. _this._createRandomTexture();
  86076. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86077. var ssaoRatio = ratio.ssaoRatio || ratio;
  86078. var combineRatio = ratio.combineRatio || ratio;
  86079. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86080. _this._createSSAOPostProcess(ssaoRatio);
  86081. _this._createBlurPostProcess(ssaoRatio);
  86082. _this._createSSAOCombinePostProcess(combineRatio);
  86083. // Set up pipeline
  86084. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86085. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86086. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86087. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86088. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86089. // Finish
  86090. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86091. if (cameras) {
  86092. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86093. }
  86094. return _this;
  86095. }
  86096. // Public Methods
  86097. /**
  86098. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86099. */
  86100. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86101. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86102. for (var i = 0; i < this._scene.cameras.length; i++) {
  86103. var camera = this._scene.cameras[i];
  86104. this._originalColorPostProcess.dispose(camera);
  86105. this._ssaoPostProcess.dispose(camera);
  86106. this._blurHPostProcess.dispose(camera);
  86107. this._blurVPostProcess.dispose(camera);
  86108. this._ssaoCombinePostProcess.dispose(camera);
  86109. }
  86110. this._randomTexture.dispose();
  86111. if (disableDepthRender) {
  86112. this._scene.disableDepthRenderer();
  86113. }
  86114. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86115. _super.prototype.dispose.call(this);
  86116. };
  86117. // Private Methods
  86118. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86119. var _this = this;
  86120. var size = 16;
  86121. 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);
  86122. 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);
  86123. this._blurHPostProcess.onActivateObservable.add(function () {
  86124. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86125. _this._blurHPostProcess.kernel = size * dw;
  86126. });
  86127. this._blurVPostProcess.onActivateObservable.add(function () {
  86128. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86129. _this._blurVPostProcess.kernel = size * dw;
  86130. });
  86131. };
  86132. /** @hidden */
  86133. SSAORenderingPipeline.prototype._rebuild = function () {
  86134. this._firstUpdate = true;
  86135. _super.prototype._rebuild.call(this);
  86136. };
  86137. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86138. var _this = this;
  86139. var numSamples = 16;
  86140. var sampleSphere = [
  86141. 0.5381, 0.1856, -0.4319,
  86142. 0.1379, 0.2486, 0.4430,
  86143. 0.3371, 0.5679, -0.0057,
  86144. -0.6999, -0.0451, -0.0019,
  86145. 0.0689, -0.1598, -0.8547,
  86146. 0.0560, 0.0069, -0.1843,
  86147. -0.0146, 0.1402, 0.0762,
  86148. 0.0100, -0.1924, -0.0344,
  86149. -0.3577, -0.5301, -0.4358,
  86150. -0.3169, 0.1063, 0.0158,
  86151. 0.0103, -0.5869, 0.0046,
  86152. -0.0897, -0.4940, 0.3287,
  86153. 0.7119, -0.0154, -0.0918,
  86154. -0.0533, 0.0596, -0.5411,
  86155. 0.0352, -0.0631, 0.5460,
  86156. -0.4776, 0.2847, -0.0271
  86157. ];
  86158. var samplesFactor = 1.0 / numSamples;
  86159. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86160. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86161. "area", "fallOff", "base", "range", "viewport"
  86162. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86163. this._ssaoPostProcess.onApply = function (effect) {
  86164. if (_this._firstUpdate) {
  86165. effect.setArray3("sampleSphere", sampleSphere);
  86166. effect.setFloat("samplesFactor", samplesFactor);
  86167. effect.setFloat("randTextureTiles", 4.0);
  86168. }
  86169. effect.setFloat("totalStrength", _this.totalStrength);
  86170. effect.setFloat("radius", _this.radius);
  86171. effect.setFloat("area", _this.area);
  86172. effect.setFloat("fallOff", _this.fallOff);
  86173. effect.setFloat("base", _this.base);
  86174. effect.setTexture("textureSampler", _this._depthTexture);
  86175. effect.setTexture("randomSampler", _this._randomTexture);
  86176. };
  86177. };
  86178. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86179. var _this = this;
  86180. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86181. this._ssaoCombinePostProcess.onApply = function (effect) {
  86182. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86183. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86184. };
  86185. };
  86186. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86187. var size = 512;
  86188. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86189. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86190. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86191. var context = this._randomTexture.getContext();
  86192. var rand = function (min, max) {
  86193. return Math.random() * (max - min) + min;
  86194. };
  86195. var randVector = BABYLON.Vector3.Zero();
  86196. for (var x = 0; x < size; x++) {
  86197. for (var y = 0; y < size; y++) {
  86198. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86199. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86200. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86201. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86202. context.fillRect(x, y, 1, 1);
  86203. }
  86204. }
  86205. this._randomTexture.update(false);
  86206. };
  86207. __decorate([
  86208. BABYLON.serialize()
  86209. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86210. __decorate([
  86211. BABYLON.serialize()
  86212. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86213. __decorate([
  86214. BABYLON.serialize()
  86215. ], SSAORenderingPipeline.prototype, "area", void 0);
  86216. __decorate([
  86217. BABYLON.serialize()
  86218. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86219. __decorate([
  86220. BABYLON.serialize()
  86221. ], SSAORenderingPipeline.prototype, "base", void 0);
  86222. return SSAORenderingPipeline;
  86223. }(BABYLON.PostProcessRenderPipeline));
  86224. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86225. })(BABYLON || (BABYLON = {}));
  86226. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86227. var BABYLON;
  86228. (function (BABYLON) {
  86229. /**
  86230. * Render pipeline to produce ssao effect
  86231. */
  86232. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86233. __extends(SSAO2RenderingPipeline, _super);
  86234. /**
  86235. * @constructor
  86236. * @param name The rendering pipeline name
  86237. * @param scene The scene linked to this pipeline
  86238. * @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 }
  86239. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86240. */
  86241. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86242. var _this = _super.call(this, scene.getEngine(), name) || this;
  86243. // Members
  86244. /**
  86245. * @ignore
  86246. * The PassPostProcess id in the pipeline that contains the original scene color
  86247. */
  86248. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86249. /**
  86250. * @ignore
  86251. * The SSAO PostProcess id in the pipeline
  86252. */
  86253. _this.SSAORenderEffect = "SSAORenderEffect";
  86254. /**
  86255. * @ignore
  86256. * The horizontal blur PostProcess id in the pipeline
  86257. */
  86258. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86259. /**
  86260. * @ignore
  86261. * The vertical blur PostProcess id in the pipeline
  86262. */
  86263. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86264. /**
  86265. * @ignore
  86266. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86267. */
  86268. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86269. /**
  86270. * The output strength of the SSAO post-process. Default value is 1.0.
  86271. */
  86272. _this.totalStrength = 1.0;
  86273. /**
  86274. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86275. */
  86276. _this.maxZ = 100.0;
  86277. /**
  86278. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86279. */
  86280. _this.minZAspect = 0.2;
  86281. _this._samples = 8;
  86282. _this._textureSamples = 1;
  86283. _this._expensiveBlur = true;
  86284. /**
  86285. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86286. */
  86287. _this.radius = 2.0;
  86288. /**
  86289. * The base color of the SSAO post-process
  86290. * The final result is "base + ssao" between [0, 1]
  86291. */
  86292. _this.base = 0;
  86293. _this._firstUpdate = true;
  86294. _this._bits = new Uint32Array(1);
  86295. _this._scene = scene;
  86296. _this._ratio = ratio;
  86297. if (!_this.isSupported) {
  86298. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86299. return _this;
  86300. }
  86301. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86302. var blurRatio = _this._ratio.blurRatio || ratio;
  86303. // Set up assets
  86304. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86305. _this._createRandomTexture();
  86306. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86307. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86308. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86309. _this._originalColorPostProcess.samples = _this.textureSamples;
  86310. _this._createSSAOPostProcess(1.0);
  86311. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86312. _this._createSSAOCombinePostProcess(blurRatio);
  86313. // Set up pipeline
  86314. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86315. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86316. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86317. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86318. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86319. // Finish
  86320. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86321. if (cameras) {
  86322. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86323. }
  86324. return _this;
  86325. }
  86326. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86327. get: function () {
  86328. return this._samples;
  86329. },
  86330. /**
  86331. * Number of samples used for the SSAO calculations. Default value is 8
  86332. */
  86333. set: function (n) {
  86334. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86335. this._samples = n;
  86336. this._sampleSphere = this._generateHemisphere();
  86337. this._firstUpdate = true;
  86338. },
  86339. enumerable: true,
  86340. configurable: true
  86341. });
  86342. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86343. get: function () {
  86344. return this._textureSamples;
  86345. },
  86346. /**
  86347. * Number of samples to use for antialiasing
  86348. */
  86349. set: function (n) {
  86350. this._textureSamples = n;
  86351. this._originalColorPostProcess.samples = n;
  86352. this._blurHPostProcess.samples = n;
  86353. this._blurVPostProcess.samples = n;
  86354. this._ssaoPostProcess.samples = n;
  86355. this._ssaoCombinePostProcess.samples = n;
  86356. },
  86357. enumerable: true,
  86358. configurable: true
  86359. });
  86360. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86361. get: function () {
  86362. return this._expensiveBlur;
  86363. },
  86364. /**
  86365. * If bilateral blur should be used
  86366. */
  86367. set: function (b) {
  86368. 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"]);
  86369. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86370. this._expensiveBlur = b;
  86371. this._firstUpdate = true;
  86372. },
  86373. enumerable: true,
  86374. configurable: true
  86375. });
  86376. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86377. /**
  86378. * Support test.
  86379. */
  86380. get: function () {
  86381. var engine = BABYLON.Engine.LastCreatedEngine;
  86382. if (!engine) {
  86383. return false;
  86384. }
  86385. return engine.getCaps().drawBuffersExtension;
  86386. },
  86387. enumerable: true,
  86388. configurable: true
  86389. });
  86390. // Public Methods
  86391. /**
  86392. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86393. */
  86394. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86395. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86396. for (var i = 0; i < this._scene.cameras.length; i++) {
  86397. var camera = this._scene.cameras[i];
  86398. this._originalColorPostProcess.dispose(camera);
  86399. this._ssaoPostProcess.dispose(camera);
  86400. this._blurHPostProcess.dispose(camera);
  86401. this._blurVPostProcess.dispose(camera);
  86402. this._ssaoCombinePostProcess.dispose(camera);
  86403. }
  86404. this._randomTexture.dispose();
  86405. if (disableGeometryBufferRenderer) {
  86406. this._scene.disableGeometryBufferRenderer();
  86407. }
  86408. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86409. _super.prototype.dispose.call(this);
  86410. };
  86411. // Private Methods
  86412. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86413. var _this = this;
  86414. this._samplerOffsets = [];
  86415. var expensive = this.expensiveBlur;
  86416. for (var i = -8; i < 8; i++) {
  86417. this._samplerOffsets.push(i * 2 + 0.5);
  86418. }
  86419. 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");
  86420. this._blurHPostProcess.onApply = function (effect) {
  86421. if (!_this._scene.activeCamera) {
  86422. return;
  86423. }
  86424. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86425. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86426. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86427. effect.setFloat("radius", _this.radius);
  86428. effect.setTexture("depthSampler", _this._depthTexture);
  86429. if (_this._firstUpdate) {
  86430. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86431. }
  86432. };
  86433. 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");
  86434. this._blurVPostProcess.onApply = function (effect) {
  86435. if (!_this._scene.activeCamera) {
  86436. return;
  86437. }
  86438. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86439. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86440. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86441. effect.setFloat("radius", _this.radius);
  86442. effect.setTexture("depthSampler", _this._depthTexture);
  86443. if (_this._firstUpdate) {
  86444. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86445. _this._firstUpdate = false;
  86446. }
  86447. };
  86448. this._blurHPostProcess.samples = this.textureSamples;
  86449. this._blurVPostProcess.samples = this.textureSamples;
  86450. };
  86451. /** @hidden */
  86452. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86453. this._firstUpdate = true;
  86454. _super.prototype._rebuild.call(this);
  86455. };
  86456. //Van der Corput radical inverse
  86457. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86458. this._bits[0] = i;
  86459. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86460. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86461. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86462. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86463. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86464. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86465. };
  86466. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86467. return [i / n, this._radicalInverse_VdC(i)];
  86468. };
  86469. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86470. var phi = v * 2.0 * Math.PI;
  86471. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86472. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86473. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86474. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86475. };
  86476. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86477. var numSamples = this.samples;
  86478. var result = [];
  86479. var vector;
  86480. var i = 0;
  86481. while (i < numSamples) {
  86482. if (numSamples < 16) {
  86483. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86484. }
  86485. else {
  86486. var rand = this._hammersley(i, numSamples);
  86487. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86488. }
  86489. result.push(vector.x, vector.y, vector.z);
  86490. i++;
  86491. }
  86492. return result;
  86493. };
  86494. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86495. var _this = this;
  86496. var numSamples = this.samples;
  86497. this._sampleSphere = this._generateHemisphere();
  86498. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86499. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86500. "base", "range", "projection", "near", "far", "texelSize",
  86501. "xViewport", "yViewport", "maxZ", "minZAspect"
  86502. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86503. this._ssaoPostProcess.onApply = function (effect) {
  86504. if (_this._firstUpdate) {
  86505. effect.setArray3("sampleSphere", _this._sampleSphere);
  86506. effect.setFloat("randTextureTiles", 32.0);
  86507. }
  86508. if (!_this._scene.activeCamera) {
  86509. return;
  86510. }
  86511. effect.setFloat("samplesFactor", 1 / _this.samples);
  86512. effect.setFloat("totalStrength", _this.totalStrength);
  86513. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86514. effect.setFloat("radius", _this.radius);
  86515. effect.setFloat("maxZ", _this.maxZ);
  86516. effect.setFloat("minZAspect", _this.minZAspect);
  86517. effect.setFloat("base", _this.base);
  86518. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86519. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86520. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86521. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86522. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86523. effect.setTexture("textureSampler", _this._depthTexture);
  86524. effect.setTexture("normalSampler", _this._normalTexture);
  86525. effect.setTexture("randomSampler", _this._randomTexture);
  86526. };
  86527. this._ssaoPostProcess.samples = this.textureSamples;
  86528. };
  86529. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86530. var _this = this;
  86531. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86532. this._ssaoCombinePostProcess.onApply = function (effect) {
  86533. var viewport = _this._scene.activeCamera.viewport;
  86534. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86535. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86536. };
  86537. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86538. };
  86539. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86540. var size = 128;
  86541. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86542. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86543. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86544. var context = this._randomTexture.getContext();
  86545. var rand = function (min, max) {
  86546. return Math.random() * (max - min) + min;
  86547. };
  86548. var randVector = BABYLON.Vector3.Zero();
  86549. for (var x = 0; x < size; x++) {
  86550. for (var y = 0; y < size; y++) {
  86551. randVector.x = rand(0.0, 1.0);
  86552. randVector.y = rand(0.0, 1.0);
  86553. randVector.z = 0.0;
  86554. randVector.normalize();
  86555. randVector.scaleInPlace(255);
  86556. randVector.x = Math.floor(randVector.x);
  86557. randVector.y = Math.floor(randVector.y);
  86558. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86559. context.fillRect(x, y, 1, 1);
  86560. }
  86561. }
  86562. this._randomTexture.update(false);
  86563. };
  86564. /**
  86565. * Serialize the rendering pipeline (Used when exporting)
  86566. * @returns the serialized object
  86567. */
  86568. SSAO2RenderingPipeline.prototype.serialize = function () {
  86569. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86570. serializationObject.customType = "SSAO2RenderingPipeline";
  86571. return serializationObject;
  86572. };
  86573. /**
  86574. * Parse the serialized pipeline
  86575. * @param source Source pipeline.
  86576. * @param scene The scene to load the pipeline to.
  86577. * @param rootUrl The URL of the serialized pipeline.
  86578. * @returns An instantiated pipeline from the serialized object.
  86579. */
  86580. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86581. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86582. };
  86583. __decorate([
  86584. BABYLON.serialize()
  86585. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86586. __decorate([
  86587. BABYLON.serialize()
  86588. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86589. __decorate([
  86590. BABYLON.serialize()
  86591. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86592. __decorate([
  86593. BABYLON.serialize("samples")
  86594. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86595. __decorate([
  86596. BABYLON.serialize("textureSamples")
  86597. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86598. __decorate([
  86599. BABYLON.serialize()
  86600. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86601. __decorate([
  86602. BABYLON.serialize("expensiveBlur")
  86603. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86604. __decorate([
  86605. BABYLON.serialize()
  86606. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86607. __decorate([
  86608. BABYLON.serialize()
  86609. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86610. return SSAO2RenderingPipeline;
  86611. }(BABYLON.PostProcessRenderPipeline));
  86612. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86613. })(BABYLON || (BABYLON = {}));
  86614. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86615. var BABYLON;
  86616. (function (BABYLON) {
  86617. /**
  86618. * BABYLON.JS Chromatic Aberration GLSL Shader
  86619. * Author: Olivier Guyot
  86620. * Separates very slightly R, G and B colors on the edges of the screen
  86621. * Inspired by Francois Tarlier & Martins Upitis
  86622. */
  86623. var LensRenderingPipeline = /** @class */ (function (_super) {
  86624. __extends(LensRenderingPipeline, _super);
  86625. /**
  86626. * @constructor
  86627. *
  86628. * Effect parameters are as follow:
  86629. * {
  86630. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86631. * edge_blur: number; // from 0 to x (1 for realism)
  86632. * distortion: number; // from 0 to x (1 for realism)
  86633. * grain_amount: number; // from 0 to 1
  86634. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86635. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86636. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86637. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86638. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86639. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86640. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86641. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86642. * }
  86643. * Note: if an effect parameter is unset, effect is disabled
  86644. *
  86645. * @param name The rendering pipeline name
  86646. * @param parameters - An object containing all parameters (see above)
  86647. * @param scene The scene linked to this pipeline
  86648. * @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)
  86649. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86650. */
  86651. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86652. if (ratio === void 0) { ratio = 1.0; }
  86653. var _this = _super.call(this, scene.getEngine(), name) || this;
  86654. // Lens effects can be of the following:
  86655. // - chromatic aberration (slight shift of RGB colors)
  86656. // - blur on the edge of the lens
  86657. // - lens distortion
  86658. // - depth-of-field blur & highlights enhancing
  86659. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86660. // - grain effect (noise or custom texture)
  86661. // Two additional texture samplers are needed:
  86662. // - depth map (for depth-of-field)
  86663. // - grain texture
  86664. /**
  86665. * @ignore
  86666. * The chromatic aberration PostProcess id in the pipeline
  86667. */
  86668. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86669. /**
  86670. * @ignore
  86671. * The highlights enhancing PostProcess id in the pipeline
  86672. */
  86673. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86674. /**
  86675. * @ignore
  86676. * The depth-of-field PostProcess id in the pipeline
  86677. */
  86678. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86679. _this._scene = scene;
  86680. // Fetch texture samplers
  86681. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86682. if (parameters.grain_texture) {
  86683. _this._grainTexture = parameters.grain_texture;
  86684. }
  86685. else {
  86686. _this._createGrainTexture();
  86687. }
  86688. // save parameters
  86689. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86690. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86691. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86692. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86693. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86694. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86695. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86696. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86697. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86698. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86699. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86700. // Create effects
  86701. _this._createChromaticAberrationPostProcess(ratio);
  86702. _this._createHighlightsPostProcess(ratio);
  86703. _this._createDepthOfFieldPostProcess(ratio / 4);
  86704. // Set up pipeline
  86705. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86706. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86707. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86708. if (_this._highlightsGain === -1) {
  86709. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86710. }
  86711. // Finish
  86712. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86713. if (cameras) {
  86714. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86715. }
  86716. return _this;
  86717. }
  86718. // public methods (self explanatory)
  86719. /**
  86720. * Sets the amount of blur at the edges
  86721. * @param amount blur amount
  86722. */
  86723. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86724. /**
  86725. * Sets edge blur to 0
  86726. */
  86727. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86728. /**
  86729. * Sets the amout of grain
  86730. * @param amount Amount of grain
  86731. */
  86732. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86733. /**
  86734. * Set grain amount to 0
  86735. */
  86736. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86737. /**
  86738. * Sets the chromatic aberration amount
  86739. * @param amount amount of chromatic aberration
  86740. */
  86741. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86742. /**
  86743. * Sets chromatic aberration amount to 0
  86744. */
  86745. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86746. /**
  86747. * Sets the EdgeDistortion amount
  86748. * @param amount amount of EdgeDistortion
  86749. */
  86750. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86751. /**
  86752. * Sets edge distortion to 0
  86753. */
  86754. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86755. /**
  86756. * Sets the FocusDistance amount
  86757. * @param amount amount of FocusDistance
  86758. */
  86759. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86760. /**
  86761. * Disables depth of field
  86762. */
  86763. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86764. /**
  86765. * Sets the Aperture amount
  86766. * @param amount amount of Aperture
  86767. */
  86768. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86769. /**
  86770. * Sets the DarkenOutOfFocus amount
  86771. * @param amount amount of DarkenOutOfFocus
  86772. */
  86773. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86774. /**
  86775. * Creates a pentagon bokeh effect
  86776. */
  86777. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86778. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86779. };
  86780. /**
  86781. * Disables the pentagon bokeh effect
  86782. */
  86783. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86784. this._highlightsPostProcess.updateEffect();
  86785. };
  86786. /**
  86787. * Enables noise blur
  86788. */
  86789. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86790. /**
  86791. * Disables noise blur
  86792. */
  86793. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86794. /**
  86795. * Sets the HighlightsGain amount
  86796. * @param amount amount of HighlightsGain
  86797. */
  86798. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86799. this._highlightsGain = amount;
  86800. };
  86801. /**
  86802. * Sets the HighlightsThreshold amount
  86803. * @param amount amount of HighlightsThreshold
  86804. */
  86805. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86806. if (this._highlightsGain === -1) {
  86807. this._highlightsGain = 1.0;
  86808. }
  86809. this._highlightsThreshold = amount;
  86810. };
  86811. /**
  86812. * Disables highlights
  86813. */
  86814. LensRenderingPipeline.prototype.disableHighlights = function () {
  86815. this._highlightsGain = -1;
  86816. };
  86817. /**
  86818. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86819. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86820. */
  86821. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86822. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86823. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86824. this._chromaticAberrationPostProcess = null;
  86825. this._highlightsPostProcess = null;
  86826. this._depthOfFieldPostProcess = null;
  86827. this._grainTexture.dispose();
  86828. if (disableDepthRender) {
  86829. this._scene.disableDepthRenderer();
  86830. }
  86831. };
  86832. // colors shifting and distortion
  86833. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86834. var _this = this;
  86835. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86836. [], // samplers
  86837. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86838. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86839. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86840. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86841. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86842. effect.setFloat('radialIntensity', 1);
  86843. effect.setFloat2('direction', 17, 17);
  86844. effect.setFloat2('centerPosition', 0.5, 0.5);
  86845. };
  86846. };
  86847. // highlights enhancing
  86848. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86849. var _this = this;
  86850. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86851. [], // samplers
  86852. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86853. this._highlightsPostProcess.onApply = function (effect) {
  86854. effect.setFloat('gain', _this._highlightsGain);
  86855. effect.setFloat('threshold', _this._highlightsThreshold);
  86856. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86857. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86858. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86859. };
  86860. };
  86861. // colors shifting and distortion
  86862. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86863. var _this = this;
  86864. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86865. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86866. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86867. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86868. this._depthOfFieldPostProcess.onApply = function (effect) {
  86869. effect.setTexture("depthSampler", _this._depthTexture);
  86870. effect.setTexture("grainSampler", _this._grainTexture);
  86871. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86872. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86873. effect.setFloat('grain_amount', _this._grainAmount);
  86874. effect.setBool('blur_noise', _this._blurNoise);
  86875. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86876. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86877. effect.setFloat('distortion', _this._distortion);
  86878. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86879. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86880. effect.setFloat('aperture', _this._dofAperture);
  86881. effect.setFloat('darken', _this._dofDarken);
  86882. effect.setFloat('edge_blur', _this._edgeBlur);
  86883. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86884. if (_this._scene.activeCamera) {
  86885. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86886. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86887. }
  86888. };
  86889. };
  86890. // creates a black and white random noise texture, 512x512
  86891. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86892. var size = 512;
  86893. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86894. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86895. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86896. var context = this._grainTexture.getContext();
  86897. var rand = function (min, max) {
  86898. return Math.random() * (max - min) + min;
  86899. };
  86900. var value;
  86901. for (var x = 0; x < size; x++) {
  86902. for (var y = 0; y < size; y++) {
  86903. value = Math.floor(rand(0.42, 0.58) * 255);
  86904. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86905. context.fillRect(x, y, 1, 1);
  86906. }
  86907. }
  86908. this._grainTexture.update(false);
  86909. };
  86910. return LensRenderingPipeline;
  86911. }(BABYLON.PostProcessRenderPipeline));
  86912. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86913. })(BABYLON || (BABYLON = {}));
  86914. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86915. var BABYLON;
  86916. (function (BABYLON) {
  86917. /**
  86918. * Standard rendering pipeline
  86919. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86920. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86921. */
  86922. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86923. __extends(StandardRenderingPipeline, _super);
  86924. /**
  86925. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86926. * @constructor
  86927. * @param name The rendering pipeline name
  86928. * @param scene The scene linked to this pipeline
  86929. * @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)
  86930. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86931. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86932. */
  86933. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86934. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86935. var _this = _super.call(this, scene.getEngine(), name) || this;
  86936. /**
  86937. * Post-process used to down scale an image x4
  86938. */
  86939. _this.downSampleX4PostProcess = null;
  86940. /**
  86941. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86942. */
  86943. _this.brightPassPostProcess = null;
  86944. /**
  86945. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86946. */
  86947. _this.blurHPostProcesses = [];
  86948. /**
  86949. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86950. */
  86951. _this.blurVPostProcesses = [];
  86952. /**
  86953. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86954. */
  86955. _this.textureAdderPostProcess = null;
  86956. /**
  86957. * Post-process used to create volumetric lighting effect
  86958. */
  86959. _this.volumetricLightPostProcess = null;
  86960. /**
  86961. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86962. */
  86963. _this.volumetricLightSmoothXPostProcess = null;
  86964. /**
  86965. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86966. */
  86967. _this.volumetricLightSmoothYPostProcess = null;
  86968. /**
  86969. * Post-process used to merge the volumetric light effect and the real scene color
  86970. */
  86971. _this.volumetricLightMergePostProces = null;
  86972. /**
  86973. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86974. */
  86975. _this.volumetricLightFinalPostProcess = null;
  86976. /**
  86977. * Base post-process used to calculate the average luminance of the final image for HDR
  86978. */
  86979. _this.luminancePostProcess = null;
  86980. /**
  86981. * Post-processes used to create down sample post-processes in order to get
  86982. * the average luminance of the final image for HDR
  86983. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86984. */
  86985. _this.luminanceDownSamplePostProcesses = [];
  86986. /**
  86987. * Post-process used to create a HDR effect (light adaptation)
  86988. */
  86989. _this.hdrPostProcess = null;
  86990. /**
  86991. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86992. */
  86993. _this.textureAdderFinalPostProcess = null;
  86994. /**
  86995. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86996. */
  86997. _this.lensFlareFinalPostProcess = null;
  86998. /**
  86999. * Post-process used to merge the final HDR post-process and the real scene color
  87000. */
  87001. _this.hdrFinalPostProcess = null;
  87002. /**
  87003. * Post-process used to create a lens flare effect
  87004. */
  87005. _this.lensFlarePostProcess = null;
  87006. /**
  87007. * Post-process that merges the result of the lens flare post-process and the real scene color
  87008. */
  87009. _this.lensFlareComposePostProcess = null;
  87010. /**
  87011. * Post-process used to create a motion blur effect
  87012. */
  87013. _this.motionBlurPostProcess = null;
  87014. /**
  87015. * Post-process used to create a depth of field effect
  87016. */
  87017. _this.depthOfFieldPostProcess = null;
  87018. /**
  87019. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87020. */
  87021. _this.fxaaPostProcess = null;
  87022. // Values
  87023. /**
  87024. * Represents the brightness threshold in order to configure the illuminated surfaces
  87025. */
  87026. _this.brightThreshold = 1.0;
  87027. /**
  87028. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87029. */
  87030. _this.blurWidth = 512.0;
  87031. /**
  87032. * Sets if the blur for highlighted surfaces must be only horizontal
  87033. */
  87034. _this.horizontalBlur = false;
  87035. /**
  87036. * Sets the overall exposure used by the pipeline
  87037. */
  87038. _this.exposure = 1.0;
  87039. /**
  87040. * Texture used typically to simulate "dirty" on camera lens
  87041. */
  87042. _this.lensTexture = null;
  87043. /**
  87044. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87045. */
  87046. _this.volumetricLightCoefficient = 0.2;
  87047. /**
  87048. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87049. */
  87050. _this.volumetricLightPower = 4.0;
  87051. /**
  87052. * Used the set the blur intensity to smooth the volumetric lights
  87053. */
  87054. _this.volumetricLightBlurScale = 64.0;
  87055. /**
  87056. * Light (spot or directional) used to generate the volumetric lights rays
  87057. * The source light must have a shadow generate so the pipeline can get its
  87058. * depth map
  87059. */
  87060. _this.sourceLight = null;
  87061. /**
  87062. * For eye adaptation, represents the minimum luminance the eye can see
  87063. */
  87064. _this.hdrMinimumLuminance = 1.0;
  87065. /**
  87066. * For eye adaptation, represents the decrease luminance speed
  87067. */
  87068. _this.hdrDecreaseRate = 0.5;
  87069. /**
  87070. * For eye adaptation, represents the increase luminance speed
  87071. */
  87072. _this.hdrIncreaseRate = 0.5;
  87073. /**
  87074. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87075. */
  87076. _this.lensColorTexture = null;
  87077. /**
  87078. * The overall strengh for the lens flare effect
  87079. */
  87080. _this.lensFlareStrength = 20.0;
  87081. /**
  87082. * Dispersion coefficient for lens flare ghosts
  87083. */
  87084. _this.lensFlareGhostDispersal = 1.4;
  87085. /**
  87086. * Main lens flare halo width
  87087. */
  87088. _this.lensFlareHaloWidth = 0.7;
  87089. /**
  87090. * Based on the lens distortion effect, defines how much the lens flare result
  87091. * is distorted
  87092. */
  87093. _this.lensFlareDistortionStrength = 16.0;
  87094. /**
  87095. * Lens star texture must be used to simulate rays on the flares and is available
  87096. * in the documentation
  87097. */
  87098. _this.lensStarTexture = null;
  87099. /**
  87100. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87101. * flare effect by taking account of the dirt texture
  87102. */
  87103. _this.lensFlareDirtTexture = null;
  87104. /**
  87105. * Represents the focal length for the depth of field effect
  87106. */
  87107. _this.depthOfFieldDistance = 10.0;
  87108. /**
  87109. * Represents the blur intensity for the blurred part of the depth of field effect
  87110. */
  87111. _this.depthOfFieldBlurWidth = 64.0;
  87112. /**
  87113. * For motion blur, defines how much the image is blurred by the movement
  87114. */
  87115. _this.motionStrength = 1.0;
  87116. /**
  87117. * List of animations for the pipeline (IAnimatable implementation)
  87118. */
  87119. _this.animations = [];
  87120. _this._currentDepthOfFieldSource = null;
  87121. _this._hdrCurrentLuminance = 1.0;
  87122. // Getters and setters
  87123. _this._bloomEnabled = false;
  87124. _this._depthOfFieldEnabled = false;
  87125. _this._vlsEnabled = false;
  87126. _this._lensFlareEnabled = false;
  87127. _this._hdrEnabled = false;
  87128. _this._motionBlurEnabled = false;
  87129. _this._fxaaEnabled = false;
  87130. _this._motionBlurSamples = 64.0;
  87131. _this._volumetricLightStepsCount = 50.0;
  87132. _this._samples = 1;
  87133. _this._cameras = cameras || [];
  87134. // Initialize
  87135. _this._scene = scene;
  87136. _this._basePostProcess = originalPostProcess;
  87137. _this._ratio = ratio;
  87138. // Misc
  87139. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87140. // Finish
  87141. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87142. _this._buildPipeline();
  87143. return _this;
  87144. }
  87145. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87146. /**
  87147. * @ignore
  87148. * Specifies if the bloom pipeline is enabled
  87149. */
  87150. get: function () {
  87151. return this._bloomEnabled;
  87152. },
  87153. set: function (enabled) {
  87154. if (this._bloomEnabled === enabled) {
  87155. return;
  87156. }
  87157. this._bloomEnabled = enabled;
  87158. this._buildPipeline();
  87159. },
  87160. enumerable: true,
  87161. configurable: true
  87162. });
  87163. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87164. /**
  87165. * @ignore
  87166. * Specifies if the depth of field pipeline is enabed
  87167. */
  87168. get: function () {
  87169. return this._depthOfFieldEnabled;
  87170. },
  87171. set: function (enabled) {
  87172. if (this._depthOfFieldEnabled === enabled) {
  87173. return;
  87174. }
  87175. this._depthOfFieldEnabled = enabled;
  87176. this._buildPipeline();
  87177. },
  87178. enumerable: true,
  87179. configurable: true
  87180. });
  87181. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87182. /**
  87183. * @ignore
  87184. * Specifies if the lens flare pipeline is enabed
  87185. */
  87186. get: function () {
  87187. return this._lensFlareEnabled;
  87188. },
  87189. set: function (enabled) {
  87190. if (this._lensFlareEnabled === enabled) {
  87191. return;
  87192. }
  87193. this._lensFlareEnabled = enabled;
  87194. this._buildPipeline();
  87195. },
  87196. enumerable: true,
  87197. configurable: true
  87198. });
  87199. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87200. /**
  87201. * @ignore
  87202. * Specifies if the HDR pipeline is enabled
  87203. */
  87204. get: function () {
  87205. return this._hdrEnabled;
  87206. },
  87207. set: function (enabled) {
  87208. if (this._hdrEnabled === enabled) {
  87209. return;
  87210. }
  87211. this._hdrEnabled = enabled;
  87212. this._buildPipeline();
  87213. },
  87214. enumerable: true,
  87215. configurable: true
  87216. });
  87217. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87218. /**
  87219. * @ignore
  87220. * Specifies if the volumetric lights scattering effect is enabled
  87221. */
  87222. get: function () {
  87223. return this._vlsEnabled;
  87224. },
  87225. set: function (enabled) {
  87226. if (this._vlsEnabled === enabled) {
  87227. return;
  87228. }
  87229. if (enabled) {
  87230. var geometry = this._scene.enableGeometryBufferRenderer();
  87231. if (!geometry) {
  87232. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87233. return;
  87234. }
  87235. }
  87236. this._vlsEnabled = enabled;
  87237. this._buildPipeline();
  87238. },
  87239. enumerable: true,
  87240. configurable: true
  87241. });
  87242. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87243. /**
  87244. * @ignore
  87245. * Specifies if the motion blur effect is enabled
  87246. */
  87247. get: function () {
  87248. return this._motionBlurEnabled;
  87249. },
  87250. set: function (enabled) {
  87251. if (this._motionBlurEnabled === enabled) {
  87252. return;
  87253. }
  87254. this._motionBlurEnabled = enabled;
  87255. this._buildPipeline();
  87256. },
  87257. enumerable: true,
  87258. configurable: true
  87259. });
  87260. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87261. /**
  87262. * Specifies if anti-aliasing is enabled
  87263. */
  87264. get: function () {
  87265. return this._fxaaEnabled;
  87266. },
  87267. set: function (enabled) {
  87268. if (this._fxaaEnabled === enabled) {
  87269. return;
  87270. }
  87271. this._fxaaEnabled = enabled;
  87272. this._buildPipeline();
  87273. },
  87274. enumerable: true,
  87275. configurable: true
  87276. });
  87277. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87278. /**
  87279. * Specifies the number of steps used to calculate the volumetric lights
  87280. * Typically in interval [50, 200]
  87281. */
  87282. get: function () {
  87283. return this._volumetricLightStepsCount;
  87284. },
  87285. set: function (count) {
  87286. if (this.volumetricLightPostProcess) {
  87287. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87288. }
  87289. this._volumetricLightStepsCount = count;
  87290. },
  87291. enumerable: true,
  87292. configurable: true
  87293. });
  87294. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87295. /**
  87296. * Specifies the number of samples used for the motion blur effect
  87297. * Typically in interval [16, 64]
  87298. */
  87299. get: function () {
  87300. return this._motionBlurSamples;
  87301. },
  87302. set: function (samples) {
  87303. if (this.motionBlurPostProcess) {
  87304. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87305. }
  87306. this._motionBlurSamples = samples;
  87307. },
  87308. enumerable: true,
  87309. configurable: true
  87310. });
  87311. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87312. /**
  87313. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87314. */
  87315. get: function () {
  87316. return this._samples;
  87317. },
  87318. set: function (sampleCount) {
  87319. if (this._samples === sampleCount) {
  87320. return;
  87321. }
  87322. this._samples = sampleCount;
  87323. this._buildPipeline();
  87324. },
  87325. enumerable: true,
  87326. configurable: true
  87327. });
  87328. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87329. var _this = this;
  87330. var ratio = this._ratio;
  87331. var scene = this._scene;
  87332. this._disposePostProcesses();
  87333. this._reset();
  87334. // Create pass post-process
  87335. if (!this._basePostProcess) {
  87336. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87337. this.originalPostProcess.onApply = function (effect) {
  87338. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87339. };
  87340. }
  87341. else {
  87342. this.originalPostProcess = this._basePostProcess;
  87343. }
  87344. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87345. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87346. }
  87347. this._currentDepthOfFieldSource = this.originalPostProcess;
  87348. if (this._bloomEnabled) {
  87349. // Create down sample X4 post-process
  87350. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87351. // Create bright pass post-process
  87352. this._createBrightPassPostProcess(scene, ratio / 2);
  87353. // Create gaussian blur post-processes (down sampling blurs)
  87354. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87355. // Create texture adder post-process
  87356. this._createTextureAdderPostProcess(scene, ratio);
  87357. // Create depth-of-field source post-process
  87358. 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);
  87359. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87360. }
  87361. if (this._vlsEnabled) {
  87362. // Create volumetric light
  87363. this._createVolumetricLightPostProcess(scene, ratio);
  87364. // Create volumetric light final post-process
  87365. 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);
  87366. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87367. }
  87368. if (this._lensFlareEnabled) {
  87369. // Create lens flare post-process
  87370. this._createLensFlarePostProcess(scene, ratio);
  87371. // Create depth-of-field source post-process post lens-flare and disable it now
  87372. 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);
  87373. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87374. }
  87375. if (this._hdrEnabled) {
  87376. // Create luminance
  87377. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87378. // Create HDR
  87379. this._createHdrPostProcess(scene, ratio);
  87380. // Create depth-of-field source post-process post hdr and disable it now
  87381. 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);
  87382. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87383. }
  87384. if (this._depthOfFieldEnabled) {
  87385. // Create gaussian blur used by depth-of-field
  87386. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87387. // Create depth-of-field post-process
  87388. this._createDepthOfFieldPostProcess(scene, ratio);
  87389. }
  87390. if (this._motionBlurEnabled) {
  87391. // Create motion blur post-process
  87392. this._createMotionBlurPostProcess(scene, ratio);
  87393. }
  87394. if (this._fxaaEnabled) {
  87395. // Create fxaa post-process
  87396. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87397. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87398. }
  87399. if (this._cameras !== null) {
  87400. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87401. }
  87402. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87403. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87404. }
  87405. };
  87406. // Down Sample X4 Post-Processs
  87407. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87408. var _this = this;
  87409. var downSampleX4Offsets = new Array(32);
  87410. 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);
  87411. this.downSampleX4PostProcess.onApply = function (effect) {
  87412. var id = 0;
  87413. var width = _this.downSampleX4PostProcess.width;
  87414. var height = _this.downSampleX4PostProcess.height;
  87415. for (var i = -2; i < 2; i++) {
  87416. for (var j = -2; j < 2; j++) {
  87417. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87418. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87419. id += 2;
  87420. }
  87421. }
  87422. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87423. };
  87424. // Add to pipeline
  87425. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87426. };
  87427. // Brightpass Post-Process
  87428. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87429. var _this = this;
  87430. var brightOffsets = new Array(8);
  87431. 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);
  87432. this.brightPassPostProcess.onApply = function (effect) {
  87433. var sU = (1.0 / _this.brightPassPostProcess.width);
  87434. var sV = (1.0 / _this.brightPassPostProcess.height);
  87435. brightOffsets[0] = -0.5 * sU;
  87436. brightOffsets[1] = 0.5 * sV;
  87437. brightOffsets[2] = 0.5 * sU;
  87438. brightOffsets[3] = 0.5 * sV;
  87439. brightOffsets[4] = -0.5 * sU;
  87440. brightOffsets[5] = -0.5 * sV;
  87441. brightOffsets[6] = 0.5 * sU;
  87442. brightOffsets[7] = -0.5 * sV;
  87443. effect.setArray2("dsOffsets", brightOffsets);
  87444. effect.setFloat("brightThreshold", _this.brightThreshold);
  87445. };
  87446. // Add to pipeline
  87447. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87448. };
  87449. // Create blur H&V post-processes
  87450. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87451. var _this = this;
  87452. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87453. var engine = scene.getEngine();
  87454. 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);
  87455. 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);
  87456. blurX.onActivateObservable.add(function () {
  87457. var dw = blurX.width / engine.getRenderWidth();
  87458. blurX.kernel = _this[blurWidthKey] * dw;
  87459. });
  87460. blurY.onActivateObservable.add(function () {
  87461. var dw = blurY.height / engine.getRenderHeight();
  87462. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87463. });
  87464. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87465. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87466. this.blurHPostProcesses.push(blurX);
  87467. this.blurVPostProcesses.push(blurY);
  87468. };
  87469. // Create texture adder post-process
  87470. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87471. var _this = this;
  87472. 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);
  87473. this.textureAdderPostProcess.onApply = function (effect) {
  87474. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87475. effect.setTexture("lensSampler", _this.lensTexture);
  87476. effect.setFloat("exposure", _this.exposure);
  87477. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87478. };
  87479. // Add to pipeline
  87480. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87481. };
  87482. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87483. var _this = this;
  87484. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87485. geometryRenderer.enablePosition = true;
  87486. var geometry = geometryRenderer.getGBuffer();
  87487. // Base post-process
  87488. 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));
  87489. var depthValues = BABYLON.Vector2.Zero();
  87490. this.volumetricLightPostProcess.onApply = function (effect) {
  87491. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87492. var generator = _this.sourceLight.getShadowGenerator();
  87493. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87494. effect.setTexture("positionSampler", geometry.textures[2]);
  87495. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87496. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87497. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87498. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87499. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87500. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87501. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87502. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87503. effect.setVector2("depthValues", depthValues);
  87504. }
  87505. };
  87506. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87507. // Smooth
  87508. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87509. // Merge
  87510. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87511. this.volumetricLightMergePostProces.onApply = function (effect) {
  87512. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87513. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87514. };
  87515. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87516. };
  87517. // Create luminance
  87518. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87519. var _this = this;
  87520. // Create luminance
  87521. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87522. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87523. var offsets = [];
  87524. this.luminancePostProcess.onApply = function (effect) {
  87525. var sU = (1.0 / _this.luminancePostProcess.width);
  87526. var sV = (1.0 / _this.luminancePostProcess.height);
  87527. offsets[0] = -0.5 * sU;
  87528. offsets[1] = 0.5 * sV;
  87529. offsets[2] = 0.5 * sU;
  87530. offsets[3] = 0.5 * sV;
  87531. offsets[4] = -0.5 * sU;
  87532. offsets[5] = -0.5 * sV;
  87533. offsets[6] = 0.5 * sU;
  87534. offsets[7] = -0.5 * sV;
  87535. effect.setArray2("lumOffsets", offsets);
  87536. };
  87537. // Add to pipeline
  87538. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87539. // Create down sample luminance
  87540. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87541. var size = Math.pow(3, i);
  87542. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87543. if (i === 0) {
  87544. defines += "#define FINAL_DOWN_SAMPLER";
  87545. }
  87546. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87547. this.luminanceDownSamplePostProcesses.push(postProcess);
  87548. }
  87549. // Create callbacks and add effects
  87550. var lastLuminance = this.luminancePostProcess;
  87551. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87552. var downSampleOffsets = new Array(18);
  87553. pp.onApply = function (effect) {
  87554. if (!lastLuminance) {
  87555. return;
  87556. }
  87557. var id = 0;
  87558. for (var x = -1; x < 2; x++) {
  87559. for (var y = -1; y < 2; y++) {
  87560. downSampleOffsets[id] = x / lastLuminance.width;
  87561. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87562. id += 2;
  87563. }
  87564. }
  87565. effect.setArray2("dsOffsets", downSampleOffsets);
  87566. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87567. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87568. lastLuminance = _this.luminancePostProcess;
  87569. }
  87570. else {
  87571. lastLuminance = pp;
  87572. }
  87573. };
  87574. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87575. pp.onAfterRender = function (effect) {
  87576. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87577. 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);
  87578. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87579. };
  87580. }
  87581. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87582. });
  87583. };
  87584. // Create HDR post-process
  87585. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87586. var _this = this;
  87587. 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);
  87588. var outputLiminance = 1;
  87589. var time = 0;
  87590. var lastTime = 0;
  87591. this.hdrPostProcess.onApply = function (effect) {
  87592. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87593. time += scene.getEngine().getDeltaTime();
  87594. if (outputLiminance < 0) {
  87595. outputLiminance = _this._hdrCurrentLuminance;
  87596. }
  87597. else {
  87598. var dt = (lastTime - time) / 1000.0;
  87599. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87600. outputLiminance += _this.hdrDecreaseRate * dt;
  87601. }
  87602. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87603. outputLiminance -= _this.hdrIncreaseRate * dt;
  87604. }
  87605. else {
  87606. outputLiminance = _this._hdrCurrentLuminance;
  87607. }
  87608. }
  87609. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87610. effect.setFloat("averageLuminance", outputLiminance);
  87611. lastTime = time;
  87612. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87613. };
  87614. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87615. };
  87616. // Create lens flare post-process
  87617. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87618. var _this = this;
  87619. 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);
  87620. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87621. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87622. 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);
  87623. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87624. var resolution = new BABYLON.Vector2(0, 0);
  87625. // Lens flare
  87626. this.lensFlarePostProcess.onApply = function (effect) {
  87627. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87628. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87629. effect.setFloat("strength", _this.lensFlareStrength);
  87630. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87631. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87632. // Shift
  87633. resolution.x = _this.lensFlarePostProcess.width;
  87634. resolution.y = _this.lensFlarePostProcess.height;
  87635. effect.setVector2("resolution", resolution);
  87636. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87637. };
  87638. // Compose
  87639. 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);
  87640. 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);
  87641. this.lensFlareComposePostProcess.onApply = function (effect) {
  87642. if (!_this._scene.activeCamera) {
  87643. return;
  87644. }
  87645. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87646. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87647. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87648. // Lens start rotation matrix
  87649. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87650. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87651. 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));
  87652. camRot *= 4.0;
  87653. 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);
  87654. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87655. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87656. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87657. };
  87658. };
  87659. // Create depth-of-field post-process
  87660. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87661. var _this = this;
  87662. 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);
  87663. this.depthOfFieldPostProcess.onApply = function (effect) {
  87664. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87665. effect.setTexture("depthSampler", _this._getDepthTexture());
  87666. effect.setFloat("distance", _this.depthOfFieldDistance);
  87667. };
  87668. // Add to pipeline
  87669. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87670. };
  87671. // Create motion blur post-process
  87672. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87673. var _this = this;
  87674. 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);
  87675. var motionScale = 0;
  87676. var prevViewProjection = BABYLON.Matrix.Identity();
  87677. var invViewProjection = BABYLON.Matrix.Identity();
  87678. var viewProjection = BABYLON.Matrix.Identity();
  87679. var screenSize = BABYLON.Vector2.Zero();
  87680. this.motionBlurPostProcess.onApply = function (effect) {
  87681. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87682. viewProjection.invertToRef(invViewProjection);
  87683. effect.setMatrix("inverseViewProjection", invViewProjection);
  87684. effect.setMatrix("prevViewProjection", prevViewProjection);
  87685. prevViewProjection = viewProjection;
  87686. screenSize.x = _this.motionBlurPostProcess.width;
  87687. screenSize.y = _this.motionBlurPostProcess.height;
  87688. effect.setVector2("screenSize", screenSize);
  87689. motionScale = scene.getEngine().getFps() / 60.0;
  87690. effect.setFloat("motionScale", motionScale);
  87691. effect.setFloat("motionStrength", _this.motionStrength);
  87692. effect.setTexture("depthSampler", _this._getDepthTexture());
  87693. };
  87694. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87695. };
  87696. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87697. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87698. var renderer = this._scene.enableGeometryBufferRenderer();
  87699. return renderer.getGBuffer().textures[0];
  87700. }
  87701. return this._scene.enableDepthRenderer().getDepthMap();
  87702. };
  87703. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87704. for (var i = 0; i < this._cameras.length; i++) {
  87705. var camera = this._cameras[i];
  87706. if (this.originalPostProcess) {
  87707. this.originalPostProcess.dispose(camera);
  87708. }
  87709. if (this.downSampleX4PostProcess) {
  87710. this.downSampleX4PostProcess.dispose(camera);
  87711. }
  87712. if (this.brightPassPostProcess) {
  87713. this.brightPassPostProcess.dispose(camera);
  87714. }
  87715. if (this.textureAdderPostProcess) {
  87716. this.textureAdderPostProcess.dispose(camera);
  87717. }
  87718. if (this.textureAdderFinalPostProcess) {
  87719. this.textureAdderFinalPostProcess.dispose(camera);
  87720. }
  87721. if (this.volumetricLightPostProcess) {
  87722. this.volumetricLightPostProcess.dispose(camera);
  87723. }
  87724. if (this.volumetricLightSmoothXPostProcess) {
  87725. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87726. }
  87727. if (this.volumetricLightSmoothYPostProcess) {
  87728. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87729. }
  87730. if (this.volumetricLightMergePostProces) {
  87731. this.volumetricLightMergePostProces.dispose(camera);
  87732. }
  87733. if (this.volumetricLightFinalPostProcess) {
  87734. this.volumetricLightFinalPostProcess.dispose(camera);
  87735. }
  87736. if (this.lensFlarePostProcess) {
  87737. this.lensFlarePostProcess.dispose(camera);
  87738. }
  87739. if (this.lensFlareComposePostProcess) {
  87740. this.lensFlareComposePostProcess.dispose(camera);
  87741. }
  87742. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87743. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87744. }
  87745. if (this.luminancePostProcess) {
  87746. this.luminancePostProcess.dispose(camera);
  87747. }
  87748. if (this.hdrPostProcess) {
  87749. this.hdrPostProcess.dispose(camera);
  87750. }
  87751. if (this.hdrFinalPostProcess) {
  87752. this.hdrFinalPostProcess.dispose(camera);
  87753. }
  87754. if (this.depthOfFieldPostProcess) {
  87755. this.depthOfFieldPostProcess.dispose(camera);
  87756. }
  87757. if (this.motionBlurPostProcess) {
  87758. this.motionBlurPostProcess.dispose(camera);
  87759. }
  87760. if (this.fxaaPostProcess) {
  87761. this.fxaaPostProcess.dispose(camera);
  87762. }
  87763. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87764. this.blurHPostProcesses[j].dispose(camera);
  87765. }
  87766. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87767. this.blurVPostProcesses[j].dispose(camera);
  87768. }
  87769. }
  87770. this.originalPostProcess = null;
  87771. this.downSampleX4PostProcess = null;
  87772. this.brightPassPostProcess = null;
  87773. this.textureAdderPostProcess = null;
  87774. this.textureAdderFinalPostProcess = null;
  87775. this.volumetricLightPostProcess = null;
  87776. this.volumetricLightSmoothXPostProcess = null;
  87777. this.volumetricLightSmoothYPostProcess = null;
  87778. this.volumetricLightMergePostProces = null;
  87779. this.volumetricLightFinalPostProcess = null;
  87780. this.lensFlarePostProcess = null;
  87781. this.lensFlareComposePostProcess = null;
  87782. this.luminancePostProcess = null;
  87783. this.hdrPostProcess = null;
  87784. this.hdrFinalPostProcess = null;
  87785. this.depthOfFieldPostProcess = null;
  87786. this.motionBlurPostProcess = null;
  87787. this.fxaaPostProcess = null;
  87788. this.luminanceDownSamplePostProcesses = [];
  87789. this.blurHPostProcesses = [];
  87790. this.blurVPostProcesses = [];
  87791. };
  87792. /**
  87793. * Dispose of the pipeline and stop all post processes
  87794. */
  87795. StandardRenderingPipeline.prototype.dispose = function () {
  87796. this._disposePostProcesses();
  87797. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87798. _super.prototype.dispose.call(this);
  87799. };
  87800. /**
  87801. * Serialize the rendering pipeline (Used when exporting)
  87802. * @returns the serialized object
  87803. */
  87804. StandardRenderingPipeline.prototype.serialize = function () {
  87805. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87806. if (this.sourceLight) {
  87807. serializationObject.sourceLightId = this.sourceLight.id;
  87808. }
  87809. serializationObject.customType = "StandardRenderingPipeline";
  87810. return serializationObject;
  87811. };
  87812. /**
  87813. * Parse the serialized pipeline
  87814. * @param source Source pipeline.
  87815. * @param scene The scene to load the pipeline to.
  87816. * @param rootUrl The URL of the serialized pipeline.
  87817. * @returns An instantiated pipeline from the serialized object.
  87818. */
  87819. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87820. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87821. if (source.sourceLightId) {
  87822. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87823. }
  87824. return p;
  87825. };
  87826. /**
  87827. * Luminance steps
  87828. */
  87829. StandardRenderingPipeline.LuminanceSteps = 6;
  87830. __decorate([
  87831. BABYLON.serialize()
  87832. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87833. __decorate([
  87834. BABYLON.serialize()
  87835. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87836. __decorate([
  87837. BABYLON.serialize()
  87838. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87839. __decorate([
  87840. BABYLON.serialize()
  87841. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87842. __decorate([
  87843. BABYLON.serializeAsTexture("lensTexture")
  87844. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87845. __decorate([
  87846. BABYLON.serialize()
  87847. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87848. __decorate([
  87849. BABYLON.serialize()
  87850. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87851. __decorate([
  87852. BABYLON.serialize()
  87853. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87854. __decorate([
  87855. BABYLON.serialize()
  87856. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87857. __decorate([
  87858. BABYLON.serialize()
  87859. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87860. __decorate([
  87861. BABYLON.serialize()
  87862. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87863. __decorate([
  87864. BABYLON.serializeAsTexture("lensColorTexture")
  87865. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87866. __decorate([
  87867. BABYLON.serialize()
  87868. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87869. __decorate([
  87870. BABYLON.serialize()
  87871. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87872. __decorate([
  87873. BABYLON.serialize()
  87874. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87875. __decorate([
  87876. BABYLON.serialize()
  87877. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87878. __decorate([
  87879. BABYLON.serializeAsTexture("lensStarTexture")
  87880. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87881. __decorate([
  87882. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87883. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87884. __decorate([
  87885. BABYLON.serialize()
  87886. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87887. __decorate([
  87888. BABYLON.serialize()
  87889. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87890. __decorate([
  87891. BABYLON.serialize()
  87892. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87893. __decorate([
  87894. BABYLON.serialize()
  87895. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87896. __decorate([
  87897. BABYLON.serialize()
  87898. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87899. __decorate([
  87900. BABYLON.serialize()
  87901. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87902. __decorate([
  87903. BABYLON.serialize()
  87904. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87905. __decorate([
  87906. BABYLON.serialize()
  87907. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87908. __decorate([
  87909. BABYLON.serialize()
  87910. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87911. __decorate([
  87912. BABYLON.serialize()
  87913. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87914. __decorate([
  87915. BABYLON.serialize()
  87916. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87917. __decorate([
  87918. BABYLON.serialize()
  87919. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87920. __decorate([
  87921. BABYLON.serialize()
  87922. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87923. __decorate([
  87924. BABYLON.serialize()
  87925. ], StandardRenderingPipeline.prototype, "samples", null);
  87926. return StandardRenderingPipeline;
  87927. }(BABYLON.PostProcessRenderPipeline));
  87928. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87929. })(BABYLON || (BABYLON = {}));
  87930. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87931. var BABYLON;
  87932. (function (BABYLON) {
  87933. /**
  87934. * Fxaa post process
  87935. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87936. */
  87937. var FxaaPostProcess = /** @class */ (function (_super) {
  87938. __extends(FxaaPostProcess, _super);
  87939. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87940. if (camera === void 0) { camera = null; }
  87941. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87942. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87943. var defines = _this._getDefines();
  87944. _this.updateEffect(defines);
  87945. _this.onApplyObservable.add(function (effect) {
  87946. var texelSize = _this.texelSize;
  87947. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87948. });
  87949. return _this;
  87950. }
  87951. FxaaPostProcess.prototype._getDefines = function () {
  87952. var engine = this.getEngine();
  87953. if (!engine) {
  87954. return null;
  87955. }
  87956. var glInfo = engine.getGlInfo();
  87957. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87958. return "#define MALI 1\n";
  87959. }
  87960. return null;
  87961. };
  87962. return FxaaPostProcess;
  87963. }(BABYLON.PostProcess));
  87964. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87965. })(BABYLON || (BABYLON = {}));
  87966. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87967. var BABYLON;
  87968. (function (BABYLON) {
  87969. /**
  87970. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87971. */
  87972. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87973. __extends(ChromaticAberrationPostProcess, _super);
  87974. /**
  87975. * Creates a new instance ChromaticAberrationPostProcess
  87976. * @param name The name of the effect.
  87977. * @param screenWidth The width of the screen to apply the effect on.
  87978. * @param screenHeight The height of the screen to apply the effect on.
  87979. * @param options The required width/height ratio to downsize to before computing the render pass.
  87980. * @param camera The camera to apply the render pass to.
  87981. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87982. * @param engine The engine which the post process will be applied. (default: current engine)
  87983. * @param reusable If the post process can be reused on the same frame. (default: false)
  87984. * @param textureType Type of textures used when performing the post process. (default: 0)
  87985. * @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)
  87986. */
  87987. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87988. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87989. if (blockCompilation === void 0) { blockCompilation = false; }
  87990. 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;
  87991. /**
  87992. * The amount of seperation of rgb channels (default: 30)
  87993. */
  87994. _this.aberrationAmount = 30;
  87995. /**
  87996. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87997. */
  87998. _this.radialIntensity = 0;
  87999. /**
  88000. * 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))
  88001. */
  88002. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88003. /**
  88004. * 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))
  88005. */
  88006. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88007. _this.onApplyObservable.add(function (effect) {
  88008. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88009. effect.setFloat('screen_width', screenWidth);
  88010. effect.setFloat('screen_height', screenHeight);
  88011. effect.setFloat('radialIntensity', _this.radialIntensity);
  88012. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88013. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88014. });
  88015. return _this;
  88016. }
  88017. return ChromaticAberrationPostProcess;
  88018. }(BABYLON.PostProcess));
  88019. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88020. })(BABYLON || (BABYLON = {}));
  88021. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88022. var BABYLON;
  88023. (function (BABYLON) {
  88024. /**
  88025. * The GrainPostProcess adds noise to the image at mid luminance levels
  88026. */
  88027. var GrainPostProcess = /** @class */ (function (_super) {
  88028. __extends(GrainPostProcess, _super);
  88029. /**
  88030. * Creates a new instance of @see GrainPostProcess
  88031. * @param name The name of the effect.
  88032. * @param options The required width/height ratio to downsize to before computing the render pass.
  88033. * @param camera The camera to apply the render pass to.
  88034. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88035. * @param engine The engine which the post process will be applied. (default: current engine)
  88036. * @param reusable If the post process can be reused on the same frame. (default: false)
  88037. * @param textureType Type of textures used when performing the post process. (default: 0)
  88038. * @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)
  88039. */
  88040. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88041. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88042. if (blockCompilation === void 0) { blockCompilation = false; }
  88043. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88044. /**
  88045. * The intensity of the grain added (default: 30)
  88046. */
  88047. _this.intensity = 30;
  88048. /**
  88049. * If the grain should be randomized on every frame
  88050. */
  88051. _this.animated = false;
  88052. _this.onApplyObservable.add(function (effect) {
  88053. effect.setFloat('intensity', _this.intensity);
  88054. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88055. });
  88056. return _this;
  88057. }
  88058. return GrainPostProcess;
  88059. }(BABYLON.PostProcess));
  88060. BABYLON.GrainPostProcess = GrainPostProcess;
  88061. })(BABYLON || (BABYLON = {}));
  88062. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88063. var BABYLON;
  88064. (function (BABYLON) {
  88065. /**
  88066. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88067. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88068. */
  88069. var SharpenPostProcess = /** @class */ (function (_super) {
  88070. __extends(SharpenPostProcess, _super);
  88071. /**
  88072. * Creates a new instance ConvolutionPostProcess
  88073. * @param name The name of the effect.
  88074. * @param options The required width/height ratio to downsize to before computing the render pass.
  88075. * @param camera The camera to apply the render pass to.
  88076. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88077. * @param engine The engine which the post process will be applied. (default: current engine)
  88078. * @param reusable If the post process can be reused on the same frame. (default: false)
  88079. * @param textureType Type of textures used when performing the post process. (default: 0)
  88080. * @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)
  88081. */
  88082. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88083. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88084. if (blockCompilation === void 0) { blockCompilation = false; }
  88085. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88086. /**
  88087. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88088. */
  88089. _this.colorAmount = 1.0;
  88090. /**
  88091. * How much sharpness should be applied (default: 0.3)
  88092. */
  88093. _this.edgeAmount = 0.3;
  88094. _this.onApply = function (effect) {
  88095. effect.setFloat2("screenSize", _this.width, _this.height);
  88096. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88097. };
  88098. return _this;
  88099. }
  88100. return SharpenPostProcess;
  88101. }(BABYLON.PostProcess));
  88102. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88103. })(BABYLON || (BABYLON = {}));
  88104. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88105. var BABYLON;
  88106. (function (BABYLON) {
  88107. /**
  88108. * The Blur Post Process which blurs an image based on a kernel and direction.
  88109. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88110. */
  88111. var BlurPostProcess = /** @class */ (function (_super) {
  88112. __extends(BlurPostProcess, _super);
  88113. /**
  88114. * Creates a new instance BlurPostProcess
  88115. * @param name The name of the effect.
  88116. * @param direction The direction in which to blur the image.
  88117. * @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.
  88118. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88119. * @param camera The camera to apply the render pass to.
  88120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88121. * @param engine The engine which the post process will be applied. (default: current engine)
  88122. * @param reusable If the post process can be reused on the same frame. (default: false)
  88123. * @param textureType Type of textures used when performing the post process. (default: 0)
  88124. * @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)
  88125. */
  88126. function BlurPostProcess(name,
  88127. /** The direction in which to blur the image. */
  88128. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88129. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88130. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88131. if (defines === void 0) { defines = ""; }
  88132. if (blockCompilation === void 0) { blockCompilation = false; }
  88133. 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;
  88134. _this.direction = direction;
  88135. _this.blockCompilation = blockCompilation;
  88136. _this._packedFloat = false;
  88137. _this._staticDefines = "";
  88138. _this._staticDefines = defines;
  88139. _this.onApplyObservable.add(function (effect) {
  88140. if (_this._outputTexture) {
  88141. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88142. }
  88143. else {
  88144. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88145. }
  88146. });
  88147. _this.kernel = kernel;
  88148. return _this;
  88149. }
  88150. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88151. /**
  88152. * Gets the length in pixels of the blur sample region
  88153. */
  88154. get: function () {
  88155. return this._idealKernel;
  88156. },
  88157. /**
  88158. * Sets the length in pixels of the blur sample region
  88159. */
  88160. set: function (v) {
  88161. if (this._idealKernel === v) {
  88162. return;
  88163. }
  88164. v = Math.max(v, 1);
  88165. this._idealKernel = v;
  88166. this._kernel = this._nearestBestKernel(v);
  88167. if (!this.blockCompilation) {
  88168. this._updateParameters();
  88169. }
  88170. },
  88171. enumerable: true,
  88172. configurable: true
  88173. });
  88174. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88175. /**
  88176. * Gets wether or not the blur is unpacking/repacking floats
  88177. */
  88178. get: function () {
  88179. return this._packedFloat;
  88180. },
  88181. /**
  88182. * Sets wether or not the blur needs to unpack/repack floats
  88183. */
  88184. set: function (v) {
  88185. if (this._packedFloat === v) {
  88186. return;
  88187. }
  88188. this._packedFloat = v;
  88189. if (!this.blockCompilation) {
  88190. this._updateParameters();
  88191. }
  88192. },
  88193. enumerable: true,
  88194. configurable: true
  88195. });
  88196. /**
  88197. * Updates the effect with the current post process compile time values and recompiles the shader.
  88198. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88199. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88200. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88201. * @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
  88202. * @param onCompiled Called when the shader has been compiled.
  88203. * @param onError Called if there is an error when compiling a shader.
  88204. */
  88205. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88206. if (defines === void 0) { defines = null; }
  88207. if (uniforms === void 0) { uniforms = null; }
  88208. if (samplers === void 0) { samplers = null; }
  88209. this._updateParameters(onCompiled, onError);
  88210. };
  88211. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88212. // Generate sampling offsets and weights
  88213. var N = this._kernel;
  88214. var centerIndex = (N - 1) / 2;
  88215. // Generate Gaussian sampling weights over kernel
  88216. var offsets = [];
  88217. var weights = [];
  88218. var totalWeight = 0;
  88219. for (var i = 0; i < N; i++) {
  88220. var u = i / (N - 1);
  88221. var w = this._gaussianWeight(u * 2.0 - 1);
  88222. offsets[i] = (i - centerIndex);
  88223. weights[i] = w;
  88224. totalWeight += w;
  88225. }
  88226. // Normalize weights
  88227. for (var i = 0; i < weights.length; i++) {
  88228. weights[i] /= totalWeight;
  88229. }
  88230. // Optimize: combine samples to take advantage of hardware linear sampling
  88231. // Walk from left to center, combining pairs (symmetrically)
  88232. var linearSamplingWeights = [];
  88233. var linearSamplingOffsets = [];
  88234. var linearSamplingMap = [];
  88235. for (var i = 0; i <= centerIndex; i += 2) {
  88236. var j = Math.min(i + 1, Math.floor(centerIndex));
  88237. var singleCenterSample = i === j;
  88238. if (singleCenterSample) {
  88239. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88240. }
  88241. else {
  88242. var sharedCell = j === centerIndex;
  88243. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88244. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88245. if (offsetLinear === 0) {
  88246. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88247. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88248. }
  88249. else {
  88250. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88251. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88252. }
  88253. }
  88254. }
  88255. for (var i = 0; i < linearSamplingMap.length; i++) {
  88256. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88257. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88258. }
  88259. // Replace with optimized
  88260. offsets = linearSamplingOffsets;
  88261. weights = linearSamplingWeights;
  88262. // Generate shaders
  88263. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88264. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88265. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88266. var defines = "";
  88267. defines += this._staticDefines;
  88268. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88269. if (this._staticDefines.indexOf("DOF") != -1) {
  88270. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88271. varyingCount--;
  88272. }
  88273. for (var i = 0; i < varyingCount; i++) {
  88274. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88275. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88276. }
  88277. var depCount = 0;
  88278. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88279. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88280. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88281. depCount++;
  88282. }
  88283. if (this.packedFloat) {
  88284. defines += "#define PACKEDFLOAT 1";
  88285. }
  88286. this.blockCompilation = false;
  88287. _super.prototype.updateEffect.call(this, defines, null, null, {
  88288. varyingCount: varyingCount,
  88289. depCount: depCount
  88290. }, onCompiled, onError);
  88291. };
  88292. /**
  88293. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88294. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88295. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88296. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88297. * The gaps between physical kernels are compensated for in the weighting of the samples
  88298. * @param idealKernel Ideal blur kernel.
  88299. * @return Nearest best kernel.
  88300. */
  88301. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88302. var v = Math.round(idealKernel);
  88303. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88304. var k = _a[_i];
  88305. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88306. return Math.max(k, 3);
  88307. }
  88308. }
  88309. return Math.max(v, 3);
  88310. };
  88311. /**
  88312. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88313. * @param x The point on the Gaussian distribution to sample.
  88314. * @return the value of the Gaussian function at x.
  88315. */
  88316. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88317. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88318. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88319. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88320. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88321. // truncated at around 1.3% of peak strength.
  88322. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88323. var sigma = (1 / 3);
  88324. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88325. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88326. var weight = (1.0 / denominator) * Math.exp(exponent);
  88327. return weight;
  88328. };
  88329. /**
  88330. * Generates a string that can be used as a floating point number in GLSL.
  88331. * @param x Value to print.
  88332. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88333. * @return GLSL float string.
  88334. */
  88335. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88336. if (decimalFigures === void 0) { decimalFigures = 8; }
  88337. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88338. };
  88339. return BlurPostProcess;
  88340. }(BABYLON.PostProcess));
  88341. BABYLON.BlurPostProcess = BlurPostProcess;
  88342. })(BABYLON || (BABYLON = {}));
  88343. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88344. var BABYLON;
  88345. (function (BABYLON) {
  88346. /**
  88347. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88348. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88349. * based on samples that have a large difference in distance than the center pixel.
  88350. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88351. */
  88352. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88353. __extends(DepthOfFieldBlurPostProcess, _super);
  88354. /**
  88355. * Creates a new instance CircleOfConfusionPostProcess
  88356. * @param name The name of the effect.
  88357. * @param scene The scene the effect belongs to.
  88358. * @param direction The direction the blur should be applied.
  88359. * @param kernel The size of the kernel used to blur.
  88360. * @param options The required width/height ratio to downsize to before computing the render pass.
  88361. * @param camera The camera to apply the render pass to.
  88362. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88363. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88364. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88365. * @param engine The engine which the post process will be applied. (default: current engine)
  88366. * @param reusable If the post process can be reused on the same frame. (default: false)
  88367. * @param textureType Type of textures used when performing the post process. (default: 0)
  88368. * @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)
  88369. */
  88370. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88371. if (imageToBlur === void 0) { imageToBlur = null; }
  88372. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88373. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88374. if (blockCompilation === void 0) { blockCompilation = false; }
  88375. 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;
  88376. _this.direction = direction;
  88377. _this.onApplyObservable.add(function (effect) {
  88378. if (imageToBlur != null) {
  88379. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88380. }
  88381. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88382. if (scene.activeCamera) {
  88383. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88384. }
  88385. });
  88386. return _this;
  88387. }
  88388. return DepthOfFieldBlurPostProcess;
  88389. }(BABYLON.BlurPostProcess));
  88390. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88391. })(BABYLON || (BABYLON = {}));
  88392. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88393. var BABYLON;
  88394. (function (BABYLON) {
  88395. /**
  88396. * Options to be set when merging outputs from the default pipeline.
  88397. */
  88398. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88399. function DepthOfFieldMergePostProcessOptions() {
  88400. }
  88401. return DepthOfFieldMergePostProcessOptions;
  88402. }());
  88403. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88404. /**
  88405. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88406. */
  88407. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88408. __extends(DepthOfFieldMergePostProcess, _super);
  88409. /**
  88410. * Creates a new instance of DepthOfFieldMergePostProcess
  88411. * @param name The name of the effect.
  88412. * @param originalFromInput Post process which's input will be used for the merge.
  88413. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88414. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88415. * @param options The required width/height ratio to downsize to before computing the render pass.
  88416. * @param camera The camera to apply the render pass to.
  88417. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88418. * @param engine The engine which the post process will be applied. (default: current engine)
  88419. * @param reusable If the post process can be reused on the same frame. (default: false)
  88420. * @param textureType Type of textures used when performing the post process. (default: 0)
  88421. * @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)
  88422. */
  88423. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88424. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88425. if (blockCompilation === void 0) { blockCompilation = false; }
  88426. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88427. _this.blurSteps = blurSteps;
  88428. _this.onApplyObservable.add(function (effect) {
  88429. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88430. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88431. blurSteps.forEach(function (step, index) {
  88432. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88433. });
  88434. });
  88435. if (!blockCompilation) {
  88436. _this.updateEffect();
  88437. }
  88438. return _this;
  88439. }
  88440. /**
  88441. * Updates the effect with the current post process compile time values and recompiles the shader.
  88442. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88443. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88444. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88445. * @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
  88446. * @param onCompiled Called when the shader has been compiled.
  88447. * @param onError Called if there is an error when compiling a shader.
  88448. */
  88449. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88450. if (defines === void 0) { defines = null; }
  88451. if (uniforms === void 0) { uniforms = null; }
  88452. if (samplers === void 0) { samplers = null; }
  88453. if (!defines) {
  88454. defines = "";
  88455. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88456. }
  88457. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88458. };
  88459. return DepthOfFieldMergePostProcess;
  88460. }(BABYLON.PostProcess));
  88461. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88462. })(BABYLON || (BABYLON = {}));
  88463. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88464. var BABYLON;
  88465. (function (BABYLON) {
  88466. /**
  88467. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88468. */
  88469. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88470. __extends(CircleOfConfusionPostProcess, _super);
  88471. /**
  88472. * Creates a new instance CircleOfConfusionPostProcess
  88473. * @param name The name of the effect.
  88474. * @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.
  88475. * @param options The required width/height ratio to downsize to before computing the render pass.
  88476. * @param camera The camera to apply the render pass to.
  88477. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88478. * @param engine The engine which the post process will be applied. (default: current engine)
  88479. * @param reusable If the post process can be reused on the same frame. (default: false)
  88480. * @param textureType Type of textures used when performing the post process. (default: 0)
  88481. * @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)
  88482. */
  88483. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88484. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88485. if (blockCompilation === void 0) { blockCompilation = false; }
  88486. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88487. /**
  88488. * 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.
  88489. */
  88490. _this.lensSize = 50;
  88491. /**
  88492. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88493. */
  88494. _this.fStop = 1.4;
  88495. /**
  88496. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88497. */
  88498. _this.focusDistance = 2000;
  88499. /**
  88500. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88501. */
  88502. _this.focalLength = 50;
  88503. _this._depthTexture = null;
  88504. _this._depthTexture = depthTexture;
  88505. _this.onApplyObservable.add(function (effect) {
  88506. if (!_this._depthTexture) {
  88507. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88508. return;
  88509. }
  88510. effect.setTexture("depthSampler", _this._depthTexture);
  88511. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88512. var aperture = _this.lensSize / _this.fStop;
  88513. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88514. effect.setFloat('focusDistance', _this.focusDistance);
  88515. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88516. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88517. });
  88518. return _this;
  88519. }
  88520. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88521. /**
  88522. * 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.
  88523. */
  88524. set: function (value) {
  88525. this._depthTexture = value;
  88526. },
  88527. enumerable: true,
  88528. configurable: true
  88529. });
  88530. return CircleOfConfusionPostProcess;
  88531. }(BABYLON.PostProcess));
  88532. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88533. })(BABYLON || (BABYLON = {}));
  88534. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88535. var BABYLON;
  88536. (function (BABYLON) {
  88537. /**
  88538. * Specifies the level of max blur that should be applied when using the depth of field effect
  88539. */
  88540. var DepthOfFieldEffectBlurLevel;
  88541. (function (DepthOfFieldEffectBlurLevel) {
  88542. /**
  88543. * Subtle blur
  88544. */
  88545. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88546. /**
  88547. * Medium blur
  88548. */
  88549. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88550. /**
  88551. * Large blur
  88552. */
  88553. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88554. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88555. /**
  88556. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88557. */
  88558. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88559. __extends(DepthOfFieldEffect, _super);
  88560. /**
  88561. * Creates a new instance DepthOfFieldEffect
  88562. * @param scene The scene the effect belongs to.
  88563. * @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.
  88564. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88565. * @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)
  88566. */
  88567. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88568. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88569. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88570. if (blockCompilation === void 0) { blockCompilation = false; }
  88571. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88572. return _this._effects;
  88573. }, true) || this;
  88574. /**
  88575. * @hidden Internal post processes in depth of field effect
  88576. */
  88577. _this._effects = [];
  88578. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88579. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88580. // 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)
  88581. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88582. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88583. _this._depthOfFieldBlurY = [];
  88584. _this._depthOfFieldBlurX = [];
  88585. var blurCount = 1;
  88586. var kernelSize = 15;
  88587. switch (blurLevel) {
  88588. case DepthOfFieldEffectBlurLevel.High: {
  88589. blurCount = 3;
  88590. kernelSize = 51;
  88591. break;
  88592. }
  88593. case DepthOfFieldEffectBlurLevel.Medium: {
  88594. blurCount = 2;
  88595. kernelSize = 31;
  88596. break;
  88597. }
  88598. default: {
  88599. kernelSize = 15;
  88600. blurCount = 1;
  88601. break;
  88602. }
  88603. }
  88604. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88605. var ratio = 1.0;
  88606. for (var i = 0; i < blurCount; i++) {
  88607. 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);
  88608. blurY.autoClear = false;
  88609. ratio = 0.75 / Math.pow(2, i);
  88610. 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);
  88611. blurX.autoClear = false;
  88612. _this._depthOfFieldBlurY.push(blurY);
  88613. _this._depthOfFieldBlurX.push(blurX);
  88614. }
  88615. // Set all post processes on the effect.
  88616. _this._effects = [_this._circleOfConfusion];
  88617. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88618. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88619. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88620. }
  88621. // Merge blurred images with original image based on circleOfConfusion
  88622. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88623. _this._dofMerge.autoClear = false;
  88624. _this._effects.push(_this._dofMerge);
  88625. return _this;
  88626. }
  88627. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88628. get: function () {
  88629. return this._circleOfConfusion.focalLength;
  88630. },
  88631. /**
  88632. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88633. */
  88634. set: function (value) {
  88635. this._circleOfConfusion.focalLength = value;
  88636. },
  88637. enumerable: true,
  88638. configurable: true
  88639. });
  88640. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88641. get: function () {
  88642. return this._circleOfConfusion.fStop;
  88643. },
  88644. /**
  88645. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88646. */
  88647. set: function (value) {
  88648. this._circleOfConfusion.fStop = value;
  88649. },
  88650. enumerable: true,
  88651. configurable: true
  88652. });
  88653. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88654. get: function () {
  88655. return this._circleOfConfusion.focusDistance;
  88656. },
  88657. /**
  88658. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88659. */
  88660. set: function (value) {
  88661. this._circleOfConfusion.focusDistance = value;
  88662. },
  88663. enumerable: true,
  88664. configurable: true
  88665. });
  88666. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88667. get: function () {
  88668. return this._circleOfConfusion.lensSize;
  88669. },
  88670. /**
  88671. * 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.
  88672. */
  88673. set: function (value) {
  88674. this._circleOfConfusion.lensSize = value;
  88675. },
  88676. enumerable: true,
  88677. configurable: true
  88678. });
  88679. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88680. /**
  88681. * 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.
  88682. */
  88683. set: function (value) {
  88684. this._circleOfConfusion.depthTexture = value;
  88685. },
  88686. enumerable: true,
  88687. configurable: true
  88688. });
  88689. /**
  88690. * Disposes each of the internal effects for a given camera.
  88691. * @param camera The camera to dispose the effect on.
  88692. */
  88693. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88694. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88695. this._effects[effectIndex].dispose(camera);
  88696. }
  88697. };
  88698. /**
  88699. * @hidden Internal
  88700. */
  88701. DepthOfFieldEffect.prototype._updateEffects = function () {
  88702. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88703. this._effects[effectIndex].updateEffect();
  88704. }
  88705. };
  88706. /**
  88707. * Internal
  88708. * @returns if all the contained post processes are ready.
  88709. * @hidden
  88710. */
  88711. DepthOfFieldEffect.prototype._isReady = function () {
  88712. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88713. if (!this._effects[effectIndex].isReady()) {
  88714. return false;
  88715. }
  88716. }
  88717. return true;
  88718. };
  88719. return DepthOfFieldEffect;
  88720. }(BABYLON.PostProcessRenderEffect));
  88721. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88722. })(BABYLON || (BABYLON = {}));
  88723. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88724. var BABYLON;
  88725. (function (BABYLON) {
  88726. /**
  88727. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88728. */
  88729. var BloomMergePostProcess = /** @class */ (function (_super) {
  88730. __extends(BloomMergePostProcess, _super);
  88731. /**
  88732. * Creates a new instance of @see BloomMergePostProcess
  88733. * @param name The name of the effect.
  88734. * @param originalFromInput Post process which's input will be used for the merge.
  88735. * @param blurred Blurred highlights post process which's output will be used.
  88736. * @param weight Weight of the bloom to be added to the original input.
  88737. * @param options The required width/height ratio to downsize to before computing the render pass.
  88738. * @param camera The camera to apply the render pass to.
  88739. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88740. * @param engine The engine which the post process will be applied. (default: current engine)
  88741. * @param reusable If the post process can be reused on the same frame. (default: false)
  88742. * @param textureType Type of textures used when performing the post process. (default: 0)
  88743. * @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)
  88744. */
  88745. function BloomMergePostProcess(name, originalFromInput, blurred,
  88746. /** Weight of the bloom to be added to the original input. */
  88747. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88748. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88749. if (blockCompilation === void 0) { blockCompilation = false; }
  88750. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88751. _this.weight = weight;
  88752. _this.onApplyObservable.add(function (effect) {
  88753. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88754. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88755. effect.setFloat("bloomWeight", _this.weight);
  88756. });
  88757. if (!blockCompilation) {
  88758. _this.updateEffect();
  88759. }
  88760. return _this;
  88761. }
  88762. return BloomMergePostProcess;
  88763. }(BABYLON.PostProcess));
  88764. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88765. })(BABYLON || (BABYLON = {}));
  88766. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88767. var BABYLON;
  88768. (function (BABYLON) {
  88769. /**
  88770. * 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.
  88771. */
  88772. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88773. __extends(ExtractHighlightsPostProcess, _super);
  88774. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88775. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88776. if (blockCompilation === void 0) { blockCompilation = false; }
  88777. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88778. /**
  88779. * The luminance threshold, pixels below this value will be set to black.
  88780. */
  88781. _this.threshold = 0.9;
  88782. /** @hidden */
  88783. _this._exposure = 1;
  88784. /**
  88785. * Post process which has the input texture to be used when performing highlight extraction
  88786. * @hidden
  88787. */
  88788. _this._inputPostProcess = null;
  88789. _this.onApplyObservable.add(function (effect) {
  88790. if (_this._inputPostProcess) {
  88791. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88792. }
  88793. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88794. effect.setFloat('exposure', _this._exposure);
  88795. });
  88796. return _this;
  88797. }
  88798. return ExtractHighlightsPostProcess;
  88799. }(BABYLON.PostProcess));
  88800. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88801. })(BABYLON || (BABYLON = {}));
  88802. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88803. var BABYLON;
  88804. (function (BABYLON) {
  88805. /**
  88806. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88807. */
  88808. var BloomEffect = /** @class */ (function (_super) {
  88809. __extends(BloomEffect, _super);
  88810. /**
  88811. * Creates a new instance of @see BloomEffect
  88812. * @param scene The scene the effect belongs to.
  88813. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88814. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88815. * @param bloomWeight The the strength of bloom.
  88816. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88817. * @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)
  88818. */
  88819. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88820. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88821. if (blockCompilation === void 0) { blockCompilation = false; }
  88822. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88823. return _this._effects;
  88824. }, true) || this;
  88825. _this.bloomScale = bloomScale;
  88826. /**
  88827. * @hidden Internal
  88828. */
  88829. _this._effects = [];
  88830. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88831. _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);
  88832. _this._blurX.alwaysForcePOT = true;
  88833. _this._blurX.autoClear = false;
  88834. _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);
  88835. _this._blurY.alwaysForcePOT = true;
  88836. _this._blurY.autoClear = false;
  88837. _this.kernel = bloomKernel;
  88838. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88839. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88840. _this._merge.autoClear = false;
  88841. _this._effects.push(_this._merge);
  88842. return _this;
  88843. }
  88844. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88845. /**
  88846. * The luminance threshold to find bright areas of the image to bloom.
  88847. */
  88848. get: function () {
  88849. return this._downscale.threshold;
  88850. },
  88851. set: function (value) {
  88852. this._downscale.threshold = value;
  88853. },
  88854. enumerable: true,
  88855. configurable: true
  88856. });
  88857. Object.defineProperty(BloomEffect.prototype, "weight", {
  88858. /**
  88859. * The strength of the bloom.
  88860. */
  88861. get: function () {
  88862. return this._merge.weight;
  88863. },
  88864. set: function (value) {
  88865. this._merge.weight = value;
  88866. },
  88867. enumerable: true,
  88868. configurable: true
  88869. });
  88870. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88871. /**
  88872. * Specifies the size of the bloom blur kernel, relative to the final output size
  88873. */
  88874. get: function () {
  88875. return this._blurX.kernel / this.bloomScale;
  88876. },
  88877. set: function (value) {
  88878. this._blurX.kernel = value * this.bloomScale;
  88879. this._blurY.kernel = value * this.bloomScale;
  88880. },
  88881. enumerable: true,
  88882. configurable: true
  88883. });
  88884. /**
  88885. * Disposes each of the internal effects for a given camera.
  88886. * @param camera The camera to dispose the effect on.
  88887. */
  88888. BloomEffect.prototype.disposeEffects = function (camera) {
  88889. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88890. this._effects[effectIndex].dispose(camera);
  88891. }
  88892. };
  88893. /**
  88894. * @hidden Internal
  88895. */
  88896. BloomEffect.prototype._updateEffects = function () {
  88897. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88898. this._effects[effectIndex].updateEffect();
  88899. }
  88900. };
  88901. /**
  88902. * Internal
  88903. * @returns if all the contained post processes are ready.
  88904. * @hidden
  88905. */
  88906. BloomEffect.prototype._isReady = function () {
  88907. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88908. if (!this._effects[effectIndex].isReady()) {
  88909. return false;
  88910. }
  88911. }
  88912. return true;
  88913. };
  88914. return BloomEffect;
  88915. }(BABYLON.PostProcessRenderEffect));
  88916. BABYLON.BloomEffect = BloomEffect;
  88917. })(BABYLON || (BABYLON = {}));
  88918. //# sourceMappingURL=babylon.bloomEffect.js.map
  88919. var BABYLON;
  88920. (function (BABYLON) {
  88921. /**
  88922. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88923. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88924. */
  88925. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88926. __extends(DefaultRenderingPipeline, _super);
  88927. /**
  88928. * @constructor
  88929. * @param name - The rendering pipeline name (default: "")
  88930. * @param hdr - If high dynamic range textures should be used (default: true)
  88931. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88932. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88933. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88934. */
  88935. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88936. if (name === void 0) { name = ""; }
  88937. if (hdr === void 0) { hdr = true; }
  88938. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88939. if (automaticBuild === void 0) { automaticBuild = true; }
  88940. var _this = _super.call(this, scene.getEngine(), name) || this;
  88941. _this._camerasToBeAttached = [];
  88942. /**
  88943. * ID of the sharpen post process,
  88944. */
  88945. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88946. /**
  88947. * @ignore
  88948. * ID of the image processing post process;
  88949. */
  88950. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88951. /**
  88952. * @ignore
  88953. * ID of the Fast Approximate Anti-Aliasing post process;
  88954. */
  88955. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88956. /**
  88957. * ID of the chromatic aberration post process,
  88958. */
  88959. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88960. /**
  88961. * ID of the grain post process
  88962. */
  88963. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88964. /**
  88965. * Glow post process which adds a glow to emmisive areas of the image
  88966. */
  88967. _this._glowLayer = null;
  88968. /**
  88969. * Animations which can be used to tweak settings over a period of time
  88970. */
  88971. _this.animations = [];
  88972. _this._imageProcessingConfigurationObserver = null;
  88973. // Values
  88974. _this._sharpenEnabled = false;
  88975. _this._bloomEnabled = false;
  88976. _this._depthOfFieldEnabled = false;
  88977. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88978. _this._fxaaEnabled = false;
  88979. _this._imageProcessingEnabled = true;
  88980. _this._bloomScale = 0.5;
  88981. _this._chromaticAberrationEnabled = false;
  88982. _this._grainEnabled = false;
  88983. _this._buildAllowed = true;
  88984. _this._resizeObserver = null;
  88985. _this._hardwareScaleLevel = 1.0;
  88986. _this._bloomKernel = 64;
  88987. /**
  88988. * Specifies the weight of the bloom in the final rendering
  88989. */
  88990. _this._bloomWeight = 0.15;
  88991. /**
  88992. * Specifies the luma threshold for the area that will be blurred by the bloom
  88993. */
  88994. _this._bloomThreshold = 0.9;
  88995. _this._samples = 1;
  88996. _this._hasCleared = false;
  88997. _this._prevPostProcess = null;
  88998. _this._prevPrevPostProcess = null;
  88999. _this._depthOfFieldSceneObserver = null;
  89000. _this._cameras = cameras || scene.cameras;
  89001. _this._cameras = _this._cameras.slice();
  89002. _this._camerasToBeAttached = _this._cameras.slice();
  89003. _this._buildAllowed = automaticBuild;
  89004. // Initialize
  89005. _this._scene = scene;
  89006. var caps = _this._scene.getEngine().getCaps();
  89007. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89008. // Misc
  89009. if (_this._hdr) {
  89010. if (caps.textureHalfFloatRender) {
  89011. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89012. }
  89013. else if (caps.textureFloatRender) {
  89014. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89015. }
  89016. }
  89017. else {
  89018. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89019. }
  89020. // Attach
  89021. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89022. var engine = _this._scene.getEngine();
  89023. // Create post processes before hand so they can be modified before enabled.
  89024. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89025. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89026. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89027. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89028. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89029. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89030. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89031. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89032. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89033. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89034. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89035. _this.bloomKernel = _this.bloomKernel;
  89036. });
  89037. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89038. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89039. });
  89040. _this._buildPipeline();
  89041. return _this;
  89042. }
  89043. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89044. get: function () {
  89045. return this._sharpenEnabled;
  89046. },
  89047. /**
  89048. * Enable or disable the sharpen process from the pipeline
  89049. */
  89050. set: function (enabled) {
  89051. if (this._sharpenEnabled === enabled) {
  89052. return;
  89053. }
  89054. this._sharpenEnabled = enabled;
  89055. this._buildPipeline();
  89056. },
  89057. enumerable: true,
  89058. configurable: true
  89059. });
  89060. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89061. /**
  89062. * Specifies the size of the bloom blur kernel, relative to the final output size
  89063. */
  89064. get: function () {
  89065. return this._bloomKernel;
  89066. },
  89067. set: function (value) {
  89068. this._bloomKernel = value;
  89069. this.bloom.kernel = value / this._hardwareScaleLevel;
  89070. },
  89071. enumerable: true,
  89072. configurable: true
  89073. });
  89074. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89075. get: function () {
  89076. return this._bloomWeight;
  89077. },
  89078. /**
  89079. * The strength of the bloom.
  89080. */
  89081. set: function (value) {
  89082. if (this._bloomWeight === value) {
  89083. return;
  89084. }
  89085. this.bloom.weight = value;
  89086. this._bloomWeight = value;
  89087. },
  89088. enumerable: true,
  89089. configurable: true
  89090. });
  89091. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89092. get: function () {
  89093. return this._bloomThreshold;
  89094. },
  89095. /**
  89096. * The strength of the bloom.
  89097. */
  89098. set: function (value) {
  89099. if (this._bloomThreshold === value) {
  89100. return;
  89101. }
  89102. this.bloom.threshold = value;
  89103. this._bloomThreshold = value;
  89104. },
  89105. enumerable: true,
  89106. configurable: true
  89107. });
  89108. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89109. get: function () {
  89110. return this._bloomScale;
  89111. },
  89112. /**
  89113. * The scale of the bloom, lower value will provide better performance.
  89114. */
  89115. set: function (value) {
  89116. if (this._bloomScale === value) {
  89117. return;
  89118. }
  89119. this._bloomScale = value;
  89120. // recreate bloom and dispose old as this setting is not dynamic
  89121. this._rebuildBloom();
  89122. this._buildPipeline();
  89123. },
  89124. enumerable: true,
  89125. configurable: true
  89126. });
  89127. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89128. get: function () {
  89129. return this._bloomEnabled;
  89130. },
  89131. /**
  89132. * Enable or disable the bloom from the pipeline
  89133. */
  89134. set: function (enabled) {
  89135. if (this._bloomEnabled === enabled) {
  89136. return;
  89137. }
  89138. this._bloomEnabled = enabled;
  89139. this._buildPipeline();
  89140. },
  89141. enumerable: true,
  89142. configurable: true
  89143. });
  89144. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89145. // recreate bloom and dispose old as this setting is not dynamic
  89146. var oldBloom = this.bloom;
  89147. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89148. this.bloom.threshold = oldBloom.threshold;
  89149. for (var i = 0; i < this._cameras.length; i++) {
  89150. oldBloom.disposeEffects(this._cameras[i]);
  89151. }
  89152. };
  89153. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89154. /**
  89155. * If the depth of field is enabled.
  89156. */
  89157. get: function () {
  89158. return this._depthOfFieldEnabled;
  89159. },
  89160. set: function (enabled) {
  89161. if (this._depthOfFieldEnabled === enabled) {
  89162. return;
  89163. }
  89164. this._depthOfFieldEnabled = enabled;
  89165. this._buildPipeline();
  89166. },
  89167. enumerable: true,
  89168. configurable: true
  89169. });
  89170. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89171. /**
  89172. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89173. */
  89174. get: function () {
  89175. return this._depthOfFieldBlurLevel;
  89176. },
  89177. set: function (value) {
  89178. if (this._depthOfFieldBlurLevel === value) {
  89179. return;
  89180. }
  89181. this._depthOfFieldBlurLevel = value;
  89182. // recreate dof and dispose old as this setting is not dynamic
  89183. var oldDof = this.depthOfField;
  89184. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89185. this.depthOfField.focalLength = oldDof.focalLength;
  89186. this.depthOfField.focusDistance = oldDof.focusDistance;
  89187. this.depthOfField.fStop = oldDof.fStop;
  89188. this.depthOfField.lensSize = oldDof.lensSize;
  89189. for (var i = 0; i < this._cameras.length; i++) {
  89190. oldDof.disposeEffects(this._cameras[i]);
  89191. }
  89192. this._buildPipeline();
  89193. },
  89194. enumerable: true,
  89195. configurable: true
  89196. });
  89197. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89198. get: function () {
  89199. return this._fxaaEnabled;
  89200. },
  89201. /**
  89202. * If the anti aliasing is enabled.
  89203. */
  89204. set: function (enabled) {
  89205. if (this._fxaaEnabled === enabled) {
  89206. return;
  89207. }
  89208. this._fxaaEnabled = enabled;
  89209. this._buildPipeline();
  89210. },
  89211. enumerable: true,
  89212. configurable: true
  89213. });
  89214. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89215. get: function () {
  89216. return this._samples;
  89217. },
  89218. /**
  89219. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89220. */
  89221. set: function (sampleCount) {
  89222. if (this._samples === sampleCount) {
  89223. return;
  89224. }
  89225. this._samples = sampleCount;
  89226. this._buildPipeline();
  89227. },
  89228. enumerable: true,
  89229. configurable: true
  89230. });
  89231. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89232. get: function () {
  89233. return this._imageProcessingEnabled;
  89234. },
  89235. /**
  89236. * If image processing is enabled.
  89237. */
  89238. set: function (enabled) {
  89239. if (this._imageProcessingEnabled === enabled) {
  89240. return;
  89241. }
  89242. this._imageProcessingEnabled = enabled;
  89243. this._buildPipeline();
  89244. },
  89245. enumerable: true,
  89246. configurable: true
  89247. });
  89248. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89249. get: function () {
  89250. return this._glowLayer == null;
  89251. },
  89252. /**
  89253. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89254. */
  89255. set: function (enabled) {
  89256. if (enabled && !this._glowLayer) {
  89257. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89258. }
  89259. else if (!enabled && this._glowLayer) {
  89260. this._glowLayer.dispose();
  89261. this._glowLayer = null;
  89262. }
  89263. },
  89264. enumerable: true,
  89265. configurable: true
  89266. });
  89267. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89268. get: function () {
  89269. return this._chromaticAberrationEnabled;
  89270. },
  89271. /**
  89272. * Enable or disable the chromaticAberration process from the pipeline
  89273. */
  89274. set: function (enabled) {
  89275. if (this._chromaticAberrationEnabled === enabled) {
  89276. return;
  89277. }
  89278. this._chromaticAberrationEnabled = enabled;
  89279. this._buildPipeline();
  89280. },
  89281. enumerable: true,
  89282. configurable: true
  89283. });
  89284. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89285. get: function () {
  89286. return this._grainEnabled;
  89287. },
  89288. /**
  89289. * Enable or disable the grain process from the pipeline
  89290. */
  89291. set: function (enabled) {
  89292. if (this._grainEnabled === enabled) {
  89293. return;
  89294. }
  89295. this._grainEnabled = enabled;
  89296. this._buildPipeline();
  89297. },
  89298. enumerable: true,
  89299. configurable: true
  89300. });
  89301. /**
  89302. * Force the compilation of the entire pipeline.
  89303. */
  89304. DefaultRenderingPipeline.prototype.prepare = function () {
  89305. var previousState = this._buildAllowed;
  89306. this._buildAllowed = true;
  89307. this._buildPipeline();
  89308. this._buildAllowed = previousState;
  89309. };
  89310. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89311. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89312. if (this._hasCleared) {
  89313. postProcess.autoClear = false;
  89314. }
  89315. else {
  89316. postProcess.autoClear = true;
  89317. this._scene.autoClear = false;
  89318. this._hasCleared = true;
  89319. }
  89320. if (!skipTextureSharing) {
  89321. if (this._prevPrevPostProcess) {
  89322. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89323. }
  89324. else {
  89325. postProcess.useOwnOutput();
  89326. }
  89327. if (this._prevPostProcess) {
  89328. this._prevPrevPostProcess = this._prevPostProcess;
  89329. }
  89330. this._prevPostProcess = postProcess;
  89331. }
  89332. };
  89333. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89334. var _this = this;
  89335. if (!this._buildAllowed) {
  89336. return;
  89337. }
  89338. this._scene.autoClear = true;
  89339. var engine = this._scene.getEngine();
  89340. this._disposePostProcesses();
  89341. if (this._cameras !== null) {
  89342. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89343. // get back cameras to be used to reattach pipeline
  89344. this._cameras = this._camerasToBeAttached.slice();
  89345. }
  89346. this._reset();
  89347. this._prevPostProcess = null;
  89348. this._prevPrevPostProcess = null;
  89349. this._hasCleared = false;
  89350. if (this.depthOfFieldEnabled) {
  89351. // Multi camera suport
  89352. if (this._cameras.length > 1) {
  89353. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89354. var camera = _a[_i];
  89355. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89356. depthRenderer.useOnlyInActiveCamera = true;
  89357. }
  89358. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89359. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89360. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89361. }
  89362. });
  89363. }
  89364. else {
  89365. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89366. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89367. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89368. }
  89369. if (!this.depthOfField._isReady()) {
  89370. this.depthOfField._updateEffects();
  89371. }
  89372. this.addEffect(this.depthOfField);
  89373. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89374. }
  89375. else {
  89376. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89377. }
  89378. if (this.bloomEnabled) {
  89379. if (!this.bloom._isReady()) {
  89380. this.bloom._updateEffects();
  89381. }
  89382. this.addEffect(this.bloom);
  89383. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89384. }
  89385. if (this._imageProcessingEnabled) {
  89386. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89387. if (this._hdr) {
  89388. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89389. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89390. }
  89391. else {
  89392. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89393. }
  89394. }
  89395. if (this.sharpenEnabled) {
  89396. if (!this.sharpen.isReady()) {
  89397. this.sharpen.updateEffect();
  89398. }
  89399. this.addEffect(this._sharpenEffect);
  89400. this._setAutoClearAndTextureSharing(this.sharpen);
  89401. }
  89402. if (this.grainEnabled) {
  89403. if (!this.grain.isReady()) {
  89404. this.grain.updateEffect();
  89405. }
  89406. this.addEffect(this._grainEffect);
  89407. this._setAutoClearAndTextureSharing(this.grain);
  89408. }
  89409. if (this.chromaticAberrationEnabled) {
  89410. if (!this.chromaticAberration.isReady()) {
  89411. this.chromaticAberration.updateEffect();
  89412. }
  89413. this.addEffect(this._chromaticAberrationEffect);
  89414. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89415. }
  89416. if (this.fxaaEnabled) {
  89417. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89418. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89419. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89420. }
  89421. if (this._cameras !== null) {
  89422. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89423. }
  89424. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89425. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89426. }
  89427. };
  89428. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89429. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89430. for (var i = 0; i < this._cameras.length; i++) {
  89431. var camera = this._cameras[i];
  89432. if (this.imageProcessing) {
  89433. this.imageProcessing.dispose(camera);
  89434. }
  89435. if (this.fxaa) {
  89436. this.fxaa.dispose(camera);
  89437. }
  89438. // These are created in the constructor and should not be disposed on every pipeline change
  89439. if (disposeNonRecreated) {
  89440. if (this.sharpen) {
  89441. this.sharpen.dispose(camera);
  89442. }
  89443. if (this.depthOfField) {
  89444. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89445. this.depthOfField.disposeEffects(camera);
  89446. }
  89447. if (this.bloom) {
  89448. this.bloom.disposeEffects(camera);
  89449. }
  89450. if (this.chromaticAberration) {
  89451. this.chromaticAberration.dispose(camera);
  89452. }
  89453. if (this.grain) {
  89454. this.grain.dispose(camera);
  89455. }
  89456. if (this._glowLayer) {
  89457. this._glowLayer.dispose();
  89458. }
  89459. }
  89460. }
  89461. this.imageProcessing = null;
  89462. this.fxaa = null;
  89463. if (disposeNonRecreated) {
  89464. this.sharpen = null;
  89465. this._sharpenEffect = null;
  89466. this.depthOfField = null;
  89467. this.bloom = null;
  89468. this.chromaticAberration = null;
  89469. this._chromaticAberrationEffect = null;
  89470. this.grain = null;
  89471. this._grainEffect = null;
  89472. this._glowLayer = null;
  89473. }
  89474. };
  89475. /**
  89476. * Adds a camera to the pipeline
  89477. * @param camera the camera to be added
  89478. */
  89479. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89480. this._camerasToBeAttached.push(camera);
  89481. this._buildPipeline();
  89482. };
  89483. /**
  89484. * Removes a camera from the pipeline
  89485. * @param camera the camera to remove
  89486. */
  89487. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89488. var index = this._camerasToBeAttached.indexOf(camera);
  89489. this._camerasToBeAttached.splice(index, 1);
  89490. this._buildPipeline();
  89491. };
  89492. /**
  89493. * Dispose of the pipeline and stop all post processes
  89494. */
  89495. DefaultRenderingPipeline.prototype.dispose = function () {
  89496. this._disposePostProcesses(true);
  89497. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89498. this._scene.autoClear = true;
  89499. if (this._resizeObserver) {
  89500. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89501. this._resizeObserver = null;
  89502. }
  89503. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89504. _super.prototype.dispose.call(this);
  89505. };
  89506. /**
  89507. * Serialize the rendering pipeline (Used when exporting)
  89508. * @returns the serialized object
  89509. */
  89510. DefaultRenderingPipeline.prototype.serialize = function () {
  89511. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89512. serializationObject.customType = "DefaultRenderingPipeline";
  89513. return serializationObject;
  89514. };
  89515. /**
  89516. * Parse the serialized pipeline
  89517. * @param source Source pipeline.
  89518. * @param scene The scene to load the pipeline to.
  89519. * @param rootUrl The URL of the serialized pipeline.
  89520. * @returns An instantiated pipeline from the serialized object.
  89521. */
  89522. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89523. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89524. };
  89525. __decorate([
  89526. BABYLON.serialize()
  89527. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89528. __decorate([
  89529. BABYLON.serialize()
  89530. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89531. __decorate([
  89532. BABYLON.serialize()
  89533. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89534. __decorate([
  89535. BABYLON.serialize()
  89536. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89537. __decorate([
  89538. BABYLON.serialize()
  89539. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89540. __decorate([
  89541. BABYLON.serialize()
  89542. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89543. __decorate([
  89544. BABYLON.serialize()
  89545. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89546. __decorate([
  89547. BABYLON.serialize()
  89548. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89549. __decorate([
  89550. BABYLON.serialize()
  89551. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89552. __decorate([
  89553. BABYLON.serialize()
  89554. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89555. __decorate([
  89556. BABYLON.serialize()
  89557. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89558. __decorate([
  89559. BABYLON.serialize()
  89560. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89561. __decorate([
  89562. BABYLON.serialize()
  89563. ], DefaultRenderingPipeline.prototype, "samples", null);
  89564. __decorate([
  89565. BABYLON.serialize()
  89566. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89567. __decorate([
  89568. BABYLON.serialize()
  89569. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89570. __decorate([
  89571. BABYLON.serialize()
  89572. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89573. __decorate([
  89574. BABYLON.serialize()
  89575. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89576. return DefaultRenderingPipeline;
  89577. }(BABYLON.PostProcessRenderPipeline));
  89578. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89579. })(BABYLON || (BABYLON = {}));
  89580. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89581. var BABYLON;
  89582. (function (BABYLON) {
  89583. /**
  89584. * @hidden
  89585. */
  89586. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89587. __extends(ImageProcessingConfigurationDefines, _super);
  89588. function ImageProcessingConfigurationDefines() {
  89589. var _this = _super.call(this) || this;
  89590. _this.IMAGEPROCESSING = false;
  89591. _this.VIGNETTE = false;
  89592. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89593. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89594. _this.TONEMAPPING = false;
  89595. _this.TONEMAPPING_ACES = false;
  89596. _this.CONTRAST = false;
  89597. _this.COLORCURVES = false;
  89598. _this.COLORGRADING = false;
  89599. _this.COLORGRADING3D = false;
  89600. _this.SAMPLER3DGREENDEPTH = false;
  89601. _this.SAMPLER3DBGRMAP = false;
  89602. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89603. _this.EXPOSURE = false;
  89604. _this.rebuild();
  89605. return _this;
  89606. }
  89607. return ImageProcessingConfigurationDefines;
  89608. }(BABYLON.MaterialDefines));
  89609. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89610. /**
  89611. * This groups together the common properties used for image processing either in direct forward pass
  89612. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89613. * or not.
  89614. */
  89615. var ImageProcessingConfiguration = /** @class */ (function () {
  89616. function ImageProcessingConfiguration() {
  89617. /**
  89618. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89619. */
  89620. this.colorCurves = new BABYLON.ColorCurves();
  89621. this._colorCurvesEnabled = false;
  89622. this._colorGradingEnabled = false;
  89623. this._colorGradingWithGreenDepth = true;
  89624. this._colorGradingBGR = true;
  89625. /** @hidden */
  89626. this._exposure = 1.0;
  89627. this._toneMappingEnabled = false;
  89628. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89629. this._contrast = 1.0;
  89630. /**
  89631. * Vignette stretch size.
  89632. */
  89633. this.vignetteStretch = 0;
  89634. /**
  89635. * Vignette centre X Offset.
  89636. */
  89637. this.vignetteCentreX = 0;
  89638. /**
  89639. * Vignette centre Y Offset.
  89640. */
  89641. this.vignetteCentreY = 0;
  89642. /**
  89643. * Vignette weight or intensity of the vignette effect.
  89644. */
  89645. this.vignetteWeight = 1.5;
  89646. /**
  89647. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89648. * if vignetteEnabled is set to true.
  89649. */
  89650. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89651. /**
  89652. * Camera field of view used by the Vignette effect.
  89653. */
  89654. this.vignetteCameraFov = 0.5;
  89655. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89656. this._vignetteEnabled = false;
  89657. this._applyByPostProcess = false;
  89658. this._isEnabled = true;
  89659. /**
  89660. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89661. */
  89662. this.onUpdateParameters = new BABYLON.Observable();
  89663. }
  89664. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89665. /**
  89666. * Gets wether the color curves effect is enabled.
  89667. */
  89668. get: function () {
  89669. return this._colorCurvesEnabled;
  89670. },
  89671. /**
  89672. * Sets wether the color curves effect is enabled.
  89673. */
  89674. set: function (value) {
  89675. if (this._colorCurvesEnabled === value) {
  89676. return;
  89677. }
  89678. this._colorCurvesEnabled = value;
  89679. this._updateParameters();
  89680. },
  89681. enumerable: true,
  89682. configurable: true
  89683. });
  89684. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89685. /**
  89686. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89687. */
  89688. get: function () {
  89689. return this._colorGradingTexture;
  89690. },
  89691. /**
  89692. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89693. */
  89694. set: function (value) {
  89695. if (this._colorGradingTexture === value) {
  89696. return;
  89697. }
  89698. this._colorGradingTexture = value;
  89699. this._updateParameters();
  89700. },
  89701. enumerable: true,
  89702. configurable: true
  89703. });
  89704. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89705. /**
  89706. * Gets wether the color grading effect is enabled.
  89707. */
  89708. get: function () {
  89709. return this._colorGradingEnabled;
  89710. },
  89711. /**
  89712. * Sets wether the color grading effect is enabled.
  89713. */
  89714. set: function (value) {
  89715. if (this._colorGradingEnabled === value) {
  89716. return;
  89717. }
  89718. this._colorGradingEnabled = value;
  89719. this._updateParameters();
  89720. },
  89721. enumerable: true,
  89722. configurable: true
  89723. });
  89724. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89725. /**
  89726. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89727. */
  89728. get: function () {
  89729. return this._colorGradingWithGreenDepth;
  89730. },
  89731. /**
  89732. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89733. */
  89734. set: function (value) {
  89735. if (this._colorGradingWithGreenDepth === value) {
  89736. return;
  89737. }
  89738. this._colorGradingWithGreenDepth = value;
  89739. this._updateParameters();
  89740. },
  89741. enumerable: true,
  89742. configurable: true
  89743. });
  89744. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89745. /**
  89746. * Gets wether the color grading texture contains BGR values.
  89747. */
  89748. get: function () {
  89749. return this._colorGradingBGR;
  89750. },
  89751. /**
  89752. * Sets wether the color grading texture contains BGR values.
  89753. */
  89754. set: function (value) {
  89755. if (this._colorGradingBGR === value) {
  89756. return;
  89757. }
  89758. this._colorGradingBGR = value;
  89759. this._updateParameters();
  89760. },
  89761. enumerable: true,
  89762. configurable: true
  89763. });
  89764. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89765. /**
  89766. * Gets the Exposure used in the effect.
  89767. */
  89768. get: function () {
  89769. return this._exposure;
  89770. },
  89771. /**
  89772. * Sets the Exposure used in the effect.
  89773. */
  89774. set: function (value) {
  89775. if (this._exposure === value) {
  89776. return;
  89777. }
  89778. this._exposure = value;
  89779. this._updateParameters();
  89780. },
  89781. enumerable: true,
  89782. configurable: true
  89783. });
  89784. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89785. /**
  89786. * Gets wether the tone mapping effect is enabled.
  89787. */
  89788. get: function () {
  89789. return this._toneMappingEnabled;
  89790. },
  89791. /**
  89792. * Sets wether the tone mapping effect is enabled.
  89793. */
  89794. set: function (value) {
  89795. if (this._toneMappingEnabled === value) {
  89796. return;
  89797. }
  89798. this._toneMappingEnabled = value;
  89799. this._updateParameters();
  89800. },
  89801. enumerable: true,
  89802. configurable: true
  89803. });
  89804. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89805. /**
  89806. * Gets the type of tone mapping effect.
  89807. */
  89808. get: function () {
  89809. return this._toneMappingType;
  89810. },
  89811. /**
  89812. * Sets the type of tone mapping effect used in BabylonJS.
  89813. */
  89814. set: function (value) {
  89815. if (this._toneMappingType === value) {
  89816. return;
  89817. }
  89818. this._toneMappingType = value;
  89819. this._updateParameters();
  89820. },
  89821. enumerable: true,
  89822. configurable: true
  89823. });
  89824. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89825. /**
  89826. * Gets the contrast used in the effect.
  89827. */
  89828. get: function () {
  89829. return this._contrast;
  89830. },
  89831. /**
  89832. * Sets the contrast used in the effect.
  89833. */
  89834. set: function (value) {
  89835. if (this._contrast === value) {
  89836. return;
  89837. }
  89838. this._contrast = value;
  89839. this._updateParameters();
  89840. },
  89841. enumerable: true,
  89842. configurable: true
  89843. });
  89844. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89845. /**
  89846. * Gets the vignette blend mode allowing different kind of effect.
  89847. */
  89848. get: function () {
  89849. return this._vignetteBlendMode;
  89850. },
  89851. /**
  89852. * Sets the vignette blend mode allowing different kind of effect.
  89853. */
  89854. set: function (value) {
  89855. if (this._vignetteBlendMode === value) {
  89856. return;
  89857. }
  89858. this._vignetteBlendMode = value;
  89859. this._updateParameters();
  89860. },
  89861. enumerable: true,
  89862. configurable: true
  89863. });
  89864. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89865. /**
  89866. * Gets wether the vignette effect is enabled.
  89867. */
  89868. get: function () {
  89869. return this._vignetteEnabled;
  89870. },
  89871. /**
  89872. * Sets wether the vignette effect is enabled.
  89873. */
  89874. set: function (value) {
  89875. if (this._vignetteEnabled === value) {
  89876. return;
  89877. }
  89878. this._vignetteEnabled = value;
  89879. this._updateParameters();
  89880. },
  89881. enumerable: true,
  89882. configurable: true
  89883. });
  89884. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89885. /**
  89886. * Gets wether the image processing is applied through a post process or not.
  89887. */
  89888. get: function () {
  89889. return this._applyByPostProcess;
  89890. },
  89891. /**
  89892. * Sets wether the image processing is applied through a post process or not.
  89893. */
  89894. set: function (value) {
  89895. if (this._applyByPostProcess === value) {
  89896. return;
  89897. }
  89898. this._applyByPostProcess = value;
  89899. this._updateParameters();
  89900. },
  89901. enumerable: true,
  89902. configurable: true
  89903. });
  89904. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89905. /**
  89906. * Gets wether the image processing is enabled or not.
  89907. */
  89908. get: function () {
  89909. return this._isEnabled;
  89910. },
  89911. /**
  89912. * Sets wether the image processing is enabled or not.
  89913. */
  89914. set: function (value) {
  89915. if (this._isEnabled === value) {
  89916. return;
  89917. }
  89918. this._isEnabled = value;
  89919. this._updateParameters();
  89920. },
  89921. enumerable: true,
  89922. configurable: true
  89923. });
  89924. /**
  89925. * Method called each time the image processing information changes requires to recompile the effect.
  89926. */
  89927. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89928. this.onUpdateParameters.notifyObservers(this);
  89929. };
  89930. /**
  89931. * Gets the current class name.
  89932. * @return "ImageProcessingConfiguration"
  89933. */
  89934. ImageProcessingConfiguration.prototype.getClassName = function () {
  89935. return "ImageProcessingConfiguration";
  89936. };
  89937. /**
  89938. * Prepare the list of uniforms associated with the Image Processing effects.
  89939. * @param uniforms The list of uniforms used in the effect
  89940. * @param defines the list of defines currently in use
  89941. */
  89942. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89943. if (defines.EXPOSURE) {
  89944. uniforms.push("exposureLinear");
  89945. }
  89946. if (defines.CONTRAST) {
  89947. uniforms.push("contrast");
  89948. }
  89949. if (defines.COLORGRADING) {
  89950. uniforms.push("colorTransformSettings");
  89951. }
  89952. if (defines.VIGNETTE) {
  89953. uniforms.push("vInverseScreenSize");
  89954. uniforms.push("vignetteSettings1");
  89955. uniforms.push("vignetteSettings2");
  89956. }
  89957. if (defines.COLORCURVES) {
  89958. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89959. }
  89960. };
  89961. /**
  89962. * Prepare the list of samplers associated with the Image Processing effects.
  89963. * @param samplersList The list of uniforms used in the effect
  89964. * @param defines the list of defines currently in use
  89965. */
  89966. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89967. if (defines.COLORGRADING) {
  89968. samplersList.push("txColorTransform");
  89969. }
  89970. };
  89971. /**
  89972. * Prepare the list of defines associated to the shader.
  89973. * @param defines the list of defines to complete
  89974. * @param forPostProcess Define if we are currently in post process mode or not
  89975. */
  89976. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89977. if (forPostProcess === void 0) { forPostProcess = false; }
  89978. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89979. defines.VIGNETTE = false;
  89980. defines.TONEMAPPING = false;
  89981. defines.TONEMAPPING_ACES = false;
  89982. defines.CONTRAST = false;
  89983. defines.EXPOSURE = false;
  89984. defines.COLORCURVES = false;
  89985. defines.COLORGRADING = false;
  89986. defines.COLORGRADING3D = false;
  89987. defines.IMAGEPROCESSING = false;
  89988. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89989. return;
  89990. }
  89991. defines.VIGNETTE = this.vignetteEnabled;
  89992. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89993. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89994. defines.TONEMAPPING = this.toneMappingEnabled;
  89995. switch (this._toneMappingType) {
  89996. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89997. defines.TONEMAPPING_ACES = true;
  89998. break;
  89999. default:
  90000. defines.TONEMAPPING_ACES = false;
  90001. break;
  90002. }
  90003. defines.CONTRAST = (this.contrast !== 1.0);
  90004. defines.EXPOSURE = (this.exposure !== 1.0);
  90005. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90006. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90007. if (defines.COLORGRADING) {
  90008. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90009. }
  90010. else {
  90011. defines.COLORGRADING3D = false;
  90012. }
  90013. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90014. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90015. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90016. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90017. };
  90018. /**
  90019. * Returns true if all the image processing information are ready.
  90020. * @returns True if ready, otherwise, false
  90021. */
  90022. ImageProcessingConfiguration.prototype.isReady = function () {
  90023. // Color Grading texure can not be none blocking.
  90024. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90025. };
  90026. /**
  90027. * Binds the image processing to the shader.
  90028. * @param effect The effect to bind to
  90029. * @param aspectRatio Define the current aspect ratio of the effect
  90030. */
  90031. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90032. if (aspectRatio === void 0) { aspectRatio = 1; }
  90033. // Color Curves
  90034. if (this._colorCurvesEnabled && this.colorCurves) {
  90035. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90036. }
  90037. // Vignette
  90038. if (this._vignetteEnabled) {
  90039. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90040. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90041. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90042. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90043. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90044. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90045. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90046. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90047. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90048. var vignettePower = -2.0 * this.vignetteWeight;
  90049. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90050. }
  90051. // Exposure
  90052. effect.setFloat("exposureLinear", this.exposure);
  90053. // Contrast
  90054. effect.setFloat("contrast", this.contrast);
  90055. // Color transform settings
  90056. if (this.colorGradingTexture) {
  90057. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90058. var textureSize = this.colorGradingTexture.getSize().height;
  90059. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90060. 0.5 / textureSize, // textureOffset
  90061. textureSize, // textureSize
  90062. this.colorGradingTexture.level // weight
  90063. );
  90064. }
  90065. };
  90066. /**
  90067. * Clones the current image processing instance.
  90068. * @return The cloned image processing
  90069. */
  90070. ImageProcessingConfiguration.prototype.clone = function () {
  90071. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90072. };
  90073. /**
  90074. * Serializes the current image processing instance to a json representation.
  90075. * @return a JSON representation
  90076. */
  90077. ImageProcessingConfiguration.prototype.serialize = function () {
  90078. return BABYLON.SerializationHelper.Serialize(this);
  90079. };
  90080. /**
  90081. * Parses the image processing from a json representation.
  90082. * @param source the JSON source to parse
  90083. * @return The parsed image processing
  90084. */
  90085. ImageProcessingConfiguration.Parse = function (source) {
  90086. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90087. };
  90088. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90089. /**
  90090. * Used to apply the vignette as a mix with the pixel color.
  90091. */
  90092. get: function () {
  90093. return this._VIGNETTEMODE_MULTIPLY;
  90094. },
  90095. enumerable: true,
  90096. configurable: true
  90097. });
  90098. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90099. /**
  90100. * Used to apply the vignette as a replacement of the pixel color.
  90101. */
  90102. get: function () {
  90103. return this._VIGNETTEMODE_OPAQUE;
  90104. },
  90105. enumerable: true,
  90106. configurable: true
  90107. });
  90108. /**
  90109. * Default tone mapping applied in BabylonJS.
  90110. */
  90111. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90112. /**
  90113. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90114. * to other engines rendering to increase portability.
  90115. */
  90116. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90117. // Static constants associated to the image processing.
  90118. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90119. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90120. __decorate([
  90121. BABYLON.serializeAsColorCurves()
  90122. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90123. __decorate([
  90124. BABYLON.serialize()
  90125. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90126. __decorate([
  90127. BABYLON.serializeAsTexture("colorGradingTexture")
  90128. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90129. __decorate([
  90130. BABYLON.serialize()
  90131. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90132. __decorate([
  90133. BABYLON.serialize()
  90134. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90135. __decorate([
  90136. BABYLON.serialize()
  90137. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90138. __decorate([
  90139. BABYLON.serialize()
  90140. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90141. __decorate([
  90142. BABYLON.serialize()
  90143. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90144. __decorate([
  90145. BABYLON.serialize()
  90146. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90147. __decorate([
  90148. BABYLON.serialize()
  90149. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90150. __decorate([
  90151. BABYLON.serialize()
  90152. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90153. __decorate([
  90154. BABYLON.serialize()
  90155. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90156. __decorate([
  90157. BABYLON.serialize()
  90158. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90159. __decorate([
  90160. BABYLON.serialize()
  90161. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90162. __decorate([
  90163. BABYLON.serializeAsColor4()
  90164. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90165. __decorate([
  90166. BABYLON.serialize()
  90167. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90168. __decorate([
  90169. BABYLON.serialize()
  90170. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90171. __decorate([
  90172. BABYLON.serialize()
  90173. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90174. __decorate([
  90175. BABYLON.serialize()
  90176. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90177. __decorate([
  90178. BABYLON.serialize()
  90179. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90180. return ImageProcessingConfiguration;
  90181. }());
  90182. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90183. })(BABYLON || (BABYLON = {}));
  90184. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90185. var BABYLON;
  90186. (function (BABYLON) {
  90187. /**
  90188. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90189. * It can help converting any input color in a desired output one. This can then be used to create effects
  90190. * from sepia, black and white to sixties or futuristic rendering...
  90191. *
  90192. * The only supported format is currently 3dl.
  90193. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90194. */
  90195. var ColorGradingTexture = /** @class */ (function (_super) {
  90196. __extends(ColorGradingTexture, _super);
  90197. /**
  90198. * Instantiates a ColorGradingTexture from the following parameters.
  90199. *
  90200. * @param url The location of the color gradind data (currently only supporting 3dl)
  90201. * @param scene The scene the texture will be used in
  90202. */
  90203. function ColorGradingTexture(url, scene) {
  90204. var _this = _super.call(this, scene) || this;
  90205. if (!url) {
  90206. return _this;
  90207. }
  90208. _this._engine = scene.getEngine();
  90209. _this._textureMatrix = BABYLON.Matrix.Identity();
  90210. _this.name = url;
  90211. _this.url = url;
  90212. _this.hasAlpha = false;
  90213. _this.isCube = false;
  90214. _this.is3D = _this._engine.webGLVersion > 1;
  90215. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90216. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90217. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90218. _this.anisotropicFilteringLevel = 1;
  90219. _this._texture = _this._getFromCache(url, true);
  90220. if (!_this._texture) {
  90221. if (!scene.useDelayedTextureLoading) {
  90222. _this.loadTexture();
  90223. }
  90224. else {
  90225. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90226. }
  90227. }
  90228. return _this;
  90229. }
  90230. /**
  90231. * Returns the texture matrix used in most of the material.
  90232. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90233. */
  90234. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90235. return this._textureMatrix;
  90236. };
  90237. /**
  90238. * Occurs when the file being loaded is a .3dl LUT file.
  90239. */
  90240. ColorGradingTexture.prototype.load3dlTexture = function () {
  90241. var engine = this._engine;
  90242. var texture;
  90243. if (engine.webGLVersion === 1) {
  90244. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90245. }
  90246. else {
  90247. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90248. }
  90249. this._texture = texture;
  90250. var callback = function (text) {
  90251. if (typeof text !== "string") {
  90252. return;
  90253. }
  90254. var data = null;
  90255. var tempData = null;
  90256. var line;
  90257. var lines = text.split('\n');
  90258. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90259. var maxColor = 0;
  90260. for (var i = 0; i < lines.length; i++) {
  90261. line = lines[i];
  90262. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90263. continue;
  90264. }
  90265. if (line.indexOf('#') === 0) {
  90266. continue;
  90267. }
  90268. var words = line.split(" ");
  90269. if (size === 0) {
  90270. // Number of space + one
  90271. size = words.length;
  90272. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90273. tempData = new Float32Array(size * size * size * 4);
  90274. continue;
  90275. }
  90276. if (size != 0) {
  90277. var r = Math.max(parseInt(words[0]), 0);
  90278. var g = Math.max(parseInt(words[1]), 0);
  90279. var b = Math.max(parseInt(words[2]), 0);
  90280. maxColor = Math.max(r, maxColor);
  90281. maxColor = Math.max(g, maxColor);
  90282. maxColor = Math.max(b, maxColor);
  90283. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90284. if (tempData) {
  90285. tempData[pixelStorageIndex + 0] = r;
  90286. tempData[pixelStorageIndex + 1] = g;
  90287. tempData[pixelStorageIndex + 2] = b;
  90288. }
  90289. // Keep for reference in case of back compat problems.
  90290. // pixelIndexSlice++;
  90291. // if (pixelIndexSlice % size == 0) {
  90292. // pixelIndexH++;
  90293. // pixelIndexSlice = 0;
  90294. // if (pixelIndexH % size == 0) {
  90295. // pixelIndexW++;
  90296. // pixelIndexH = 0;
  90297. // }
  90298. // }
  90299. pixelIndexH++;
  90300. if (pixelIndexH % size == 0) {
  90301. pixelIndexSlice++;
  90302. pixelIndexH = 0;
  90303. if (pixelIndexSlice % size == 0) {
  90304. pixelIndexW++;
  90305. pixelIndexSlice = 0;
  90306. }
  90307. }
  90308. }
  90309. }
  90310. if (tempData && data) {
  90311. for (var i = 0; i < tempData.length; i++) {
  90312. if (i > 0 && (i + 1) % 4 === 0) {
  90313. data[i] = 255;
  90314. }
  90315. else {
  90316. var value = tempData[i];
  90317. data[i] = (value / maxColor * 255);
  90318. }
  90319. }
  90320. }
  90321. if (texture.is3D) {
  90322. texture.updateSize(size, size, size);
  90323. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90324. }
  90325. else {
  90326. texture.updateSize(size * size, size);
  90327. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90328. }
  90329. };
  90330. var scene = this.getScene();
  90331. if (scene) {
  90332. scene._loadFile(this.url, callback);
  90333. }
  90334. else {
  90335. this._engine._loadFile(this.url, callback);
  90336. }
  90337. return this._texture;
  90338. };
  90339. /**
  90340. * Starts the loading process of the texture.
  90341. */
  90342. ColorGradingTexture.prototype.loadTexture = function () {
  90343. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90344. this.load3dlTexture();
  90345. }
  90346. };
  90347. /**
  90348. * Clones the color gradind texture.
  90349. */
  90350. ColorGradingTexture.prototype.clone = function () {
  90351. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90352. // Base texture
  90353. newTexture.level = this.level;
  90354. return newTexture;
  90355. };
  90356. /**
  90357. * Called during delayed load for textures.
  90358. */
  90359. ColorGradingTexture.prototype.delayLoad = function () {
  90360. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90361. return;
  90362. }
  90363. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90364. this._texture = this._getFromCache(this.url, true);
  90365. if (!this._texture) {
  90366. this.loadTexture();
  90367. }
  90368. };
  90369. /**
  90370. * Parses a color grading texture serialized by Babylon.
  90371. * @param parsedTexture The texture information being parsedTexture
  90372. * @param scene The scene to load the texture in
  90373. * @param rootUrl The root url of the data assets to load
  90374. * @return A color gradind texture
  90375. */
  90376. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90377. var texture = null;
  90378. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90379. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90380. texture.name = parsedTexture.name;
  90381. texture.level = parsedTexture.level;
  90382. }
  90383. return texture;
  90384. };
  90385. /**
  90386. * Serializes the LUT texture to json format.
  90387. */
  90388. ColorGradingTexture.prototype.serialize = function () {
  90389. if (!this.name) {
  90390. return null;
  90391. }
  90392. var serializationObject = {};
  90393. serializationObject.name = this.name;
  90394. serializationObject.level = this.level;
  90395. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90396. return serializationObject;
  90397. };
  90398. /**
  90399. * Empty line regex stored for GC.
  90400. */
  90401. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90402. return ColorGradingTexture;
  90403. }(BABYLON.BaseTexture));
  90404. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90405. })(BABYLON || (BABYLON = {}));
  90406. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90407. var BABYLON;
  90408. (function (BABYLON) {
  90409. /**
  90410. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90411. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90412. * 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;
  90413. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90414. */
  90415. var ColorCurves = /** @class */ (function () {
  90416. function ColorCurves() {
  90417. this._dirty = true;
  90418. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90419. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90420. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90421. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90422. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90423. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90424. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90425. this._globalHue = 30;
  90426. this._globalDensity = 0;
  90427. this._globalSaturation = 0;
  90428. this._globalExposure = 0;
  90429. this._highlightsHue = 30;
  90430. this._highlightsDensity = 0;
  90431. this._highlightsSaturation = 0;
  90432. this._highlightsExposure = 0;
  90433. this._midtonesHue = 30;
  90434. this._midtonesDensity = 0;
  90435. this._midtonesSaturation = 0;
  90436. this._midtonesExposure = 0;
  90437. this._shadowsHue = 30;
  90438. this._shadowsDensity = 0;
  90439. this._shadowsSaturation = 0;
  90440. this._shadowsExposure = 0;
  90441. }
  90442. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90443. /**
  90444. * Gets the global Hue value.
  90445. * 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).
  90446. */
  90447. get: function () {
  90448. return this._globalHue;
  90449. },
  90450. /**
  90451. * Sets the global Hue value.
  90452. * 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).
  90453. */
  90454. set: function (value) {
  90455. this._globalHue = value;
  90456. this._dirty = true;
  90457. },
  90458. enumerable: true,
  90459. configurable: true
  90460. });
  90461. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90462. /**
  90463. * Gets the global Density value.
  90464. * 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.
  90465. * Values less than zero provide a filter of opposite hue.
  90466. */
  90467. get: function () {
  90468. return this._globalDensity;
  90469. },
  90470. /**
  90471. * Sets the global Density value.
  90472. * 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.
  90473. * Values less than zero provide a filter of opposite hue.
  90474. */
  90475. set: function (value) {
  90476. this._globalDensity = value;
  90477. this._dirty = true;
  90478. },
  90479. enumerable: true,
  90480. configurable: true
  90481. });
  90482. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90483. /**
  90484. * Gets the global Saturation value.
  90485. * 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.
  90486. */
  90487. get: function () {
  90488. return this._globalSaturation;
  90489. },
  90490. /**
  90491. * Sets the global Saturation value.
  90492. * 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.
  90493. */
  90494. set: function (value) {
  90495. this._globalSaturation = value;
  90496. this._dirty = true;
  90497. },
  90498. enumerable: true,
  90499. configurable: true
  90500. });
  90501. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90502. /**
  90503. * Gets the global Exposure value.
  90504. * 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.
  90505. */
  90506. get: function () {
  90507. return this._globalExposure;
  90508. },
  90509. /**
  90510. * Sets the global Exposure value.
  90511. * 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.
  90512. */
  90513. set: function (value) {
  90514. this._globalExposure = value;
  90515. this._dirty = true;
  90516. },
  90517. enumerable: true,
  90518. configurable: true
  90519. });
  90520. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90521. /**
  90522. * Gets the highlights Hue value.
  90523. * 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).
  90524. */
  90525. get: function () {
  90526. return this._highlightsHue;
  90527. },
  90528. /**
  90529. * Sets the highlights Hue value.
  90530. * 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).
  90531. */
  90532. set: function (value) {
  90533. this._highlightsHue = value;
  90534. this._dirty = true;
  90535. },
  90536. enumerable: true,
  90537. configurable: true
  90538. });
  90539. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90540. /**
  90541. * Gets the highlights Density value.
  90542. * 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.
  90543. * Values less than zero provide a filter of opposite hue.
  90544. */
  90545. get: function () {
  90546. return this._highlightsDensity;
  90547. },
  90548. /**
  90549. * Sets the highlights Density value.
  90550. * 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.
  90551. * Values less than zero provide a filter of opposite hue.
  90552. */
  90553. set: function (value) {
  90554. this._highlightsDensity = value;
  90555. this._dirty = true;
  90556. },
  90557. enumerable: true,
  90558. configurable: true
  90559. });
  90560. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90561. /**
  90562. * Gets the highlights Saturation value.
  90563. * 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.
  90564. */
  90565. get: function () {
  90566. return this._highlightsSaturation;
  90567. },
  90568. /**
  90569. * Sets the highlights Saturation value.
  90570. * 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.
  90571. */
  90572. set: function (value) {
  90573. this._highlightsSaturation = value;
  90574. this._dirty = true;
  90575. },
  90576. enumerable: true,
  90577. configurable: true
  90578. });
  90579. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90580. /**
  90581. * Gets the highlights Exposure value.
  90582. * 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.
  90583. */
  90584. get: function () {
  90585. return this._highlightsExposure;
  90586. },
  90587. /**
  90588. * Sets the highlights Exposure value.
  90589. * 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.
  90590. */
  90591. set: function (value) {
  90592. this._highlightsExposure = value;
  90593. this._dirty = true;
  90594. },
  90595. enumerable: true,
  90596. configurable: true
  90597. });
  90598. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90599. /**
  90600. * Gets the midtones Hue value.
  90601. * 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).
  90602. */
  90603. get: function () {
  90604. return this._midtonesHue;
  90605. },
  90606. /**
  90607. * Sets the midtones Hue value.
  90608. * 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).
  90609. */
  90610. set: function (value) {
  90611. this._midtonesHue = value;
  90612. this._dirty = true;
  90613. },
  90614. enumerable: true,
  90615. configurable: true
  90616. });
  90617. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90618. /**
  90619. * Gets the midtones Density value.
  90620. * 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.
  90621. * Values less than zero provide a filter of opposite hue.
  90622. */
  90623. get: function () {
  90624. return this._midtonesDensity;
  90625. },
  90626. /**
  90627. * Sets the midtones Density value.
  90628. * 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.
  90629. * Values less than zero provide a filter of opposite hue.
  90630. */
  90631. set: function (value) {
  90632. this._midtonesDensity = value;
  90633. this._dirty = true;
  90634. },
  90635. enumerable: true,
  90636. configurable: true
  90637. });
  90638. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90639. /**
  90640. * Gets the midtones Saturation value.
  90641. * 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.
  90642. */
  90643. get: function () {
  90644. return this._midtonesSaturation;
  90645. },
  90646. /**
  90647. * Sets the midtones Saturation value.
  90648. * 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.
  90649. */
  90650. set: function (value) {
  90651. this._midtonesSaturation = value;
  90652. this._dirty = true;
  90653. },
  90654. enumerable: true,
  90655. configurable: true
  90656. });
  90657. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90658. /**
  90659. * Gets the midtones Exposure value.
  90660. * 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.
  90661. */
  90662. get: function () {
  90663. return this._midtonesExposure;
  90664. },
  90665. /**
  90666. * Sets the midtones Exposure value.
  90667. * 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.
  90668. */
  90669. set: function (value) {
  90670. this._midtonesExposure = value;
  90671. this._dirty = true;
  90672. },
  90673. enumerable: true,
  90674. configurable: true
  90675. });
  90676. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90677. /**
  90678. * Gets the shadows Hue value.
  90679. * 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).
  90680. */
  90681. get: function () {
  90682. return this._shadowsHue;
  90683. },
  90684. /**
  90685. * Sets the shadows Hue value.
  90686. * 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).
  90687. */
  90688. set: function (value) {
  90689. this._shadowsHue = value;
  90690. this._dirty = true;
  90691. },
  90692. enumerable: true,
  90693. configurable: true
  90694. });
  90695. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90696. /**
  90697. * Gets the shadows Density value.
  90698. * 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.
  90699. * Values less than zero provide a filter of opposite hue.
  90700. */
  90701. get: function () {
  90702. return this._shadowsDensity;
  90703. },
  90704. /**
  90705. * Sets the shadows Density value.
  90706. * 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.
  90707. * Values less than zero provide a filter of opposite hue.
  90708. */
  90709. set: function (value) {
  90710. this._shadowsDensity = value;
  90711. this._dirty = true;
  90712. },
  90713. enumerable: true,
  90714. configurable: true
  90715. });
  90716. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90717. /**
  90718. * Gets the shadows Saturation value.
  90719. * 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.
  90720. */
  90721. get: function () {
  90722. return this._shadowsSaturation;
  90723. },
  90724. /**
  90725. * Sets the shadows Saturation value.
  90726. * 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.
  90727. */
  90728. set: function (value) {
  90729. this._shadowsSaturation = value;
  90730. this._dirty = true;
  90731. },
  90732. enumerable: true,
  90733. configurable: true
  90734. });
  90735. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90736. /**
  90737. * Gets the shadows Exposure value.
  90738. * 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.
  90739. */
  90740. get: function () {
  90741. return this._shadowsExposure;
  90742. },
  90743. /**
  90744. * Sets the shadows Exposure value.
  90745. * 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.
  90746. */
  90747. set: function (value) {
  90748. this._shadowsExposure = value;
  90749. this._dirty = true;
  90750. },
  90751. enumerable: true,
  90752. configurable: true
  90753. });
  90754. /**
  90755. * Returns the class name
  90756. * @returns The class name
  90757. */
  90758. ColorCurves.prototype.getClassName = function () {
  90759. return "ColorCurves";
  90760. };
  90761. /**
  90762. * Binds the color curves to the shader.
  90763. * @param colorCurves The color curve to bind
  90764. * @param effect The effect to bind to
  90765. * @param positiveUniform The positive uniform shader parameter
  90766. * @param neutralUniform The neutral uniform shader parameter
  90767. * @param negativeUniform The negative uniform shader parameter
  90768. */
  90769. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90770. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90771. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90772. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90773. if (colorCurves._dirty) {
  90774. colorCurves._dirty = false;
  90775. // Fill in global info.
  90776. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90777. // Compute highlights info.
  90778. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90779. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90780. // Compute midtones info.
  90781. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90782. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90783. // Compute shadows info.
  90784. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90785. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90786. // Compute deltas (neutral is midtones).
  90787. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90788. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90789. }
  90790. if (effect) {
  90791. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90792. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90793. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90794. }
  90795. };
  90796. /**
  90797. * Prepare the list of uniforms associated with the ColorCurves effects.
  90798. * @param uniformsList The list of uniforms used in the effect
  90799. */
  90800. ColorCurves.PrepareUniforms = function (uniformsList) {
  90801. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90802. };
  90803. /**
  90804. * Returns color grading data based on a hue, density, saturation and exposure value.
  90805. * @param filterHue The hue of the color filter.
  90806. * @param filterDensity The density of the color filter.
  90807. * @param saturation The saturation.
  90808. * @param exposure The exposure.
  90809. * @param result The result data container.
  90810. */
  90811. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90812. if (hue == null) {
  90813. return;
  90814. }
  90815. hue = ColorCurves.clamp(hue, 0, 360);
  90816. density = ColorCurves.clamp(density, -100, 100);
  90817. saturation = ColorCurves.clamp(saturation, -100, 100);
  90818. exposure = ColorCurves.clamp(exposure, -100, 100);
  90819. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90820. // so that the maximum filter density is only 50% control. This provides fine control
  90821. // for small values and reasonable range.
  90822. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90823. density *= 0.5;
  90824. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90825. if (density < 0) {
  90826. density *= -1;
  90827. hue = (hue + 180) % 360;
  90828. }
  90829. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90830. result.scaleToRef(2, result);
  90831. result.a = 1 + 0.01 * saturation;
  90832. };
  90833. /**
  90834. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90835. * @param value The input slider value in range [-100,100].
  90836. * @returns Adjusted value.
  90837. */
  90838. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90839. value /= 100;
  90840. var x = Math.abs(value);
  90841. x = Math.pow(x, 2);
  90842. if (value < 0) {
  90843. x *= -1;
  90844. }
  90845. x *= 100;
  90846. return x;
  90847. };
  90848. /**
  90849. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90850. * @param hue The hue (H) input.
  90851. * @param saturation The saturation (S) input.
  90852. * @param brightness The brightness (B) input.
  90853. * @result An RGBA color represented as Vector4.
  90854. */
  90855. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90856. var h = ColorCurves.clamp(hue, 0, 360);
  90857. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90858. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90859. if (s === 0) {
  90860. result.r = v;
  90861. result.g = v;
  90862. result.b = v;
  90863. }
  90864. else {
  90865. // sector 0 to 5
  90866. h /= 60;
  90867. var i = Math.floor(h);
  90868. // fractional part of h
  90869. var f = h - i;
  90870. var p = v * (1 - s);
  90871. var q = v * (1 - s * f);
  90872. var t = v * (1 - s * (1 - f));
  90873. switch (i) {
  90874. case 0:
  90875. result.r = v;
  90876. result.g = t;
  90877. result.b = p;
  90878. break;
  90879. case 1:
  90880. result.r = q;
  90881. result.g = v;
  90882. result.b = p;
  90883. break;
  90884. case 2:
  90885. result.r = p;
  90886. result.g = v;
  90887. result.b = t;
  90888. break;
  90889. case 3:
  90890. result.r = p;
  90891. result.g = q;
  90892. result.b = v;
  90893. break;
  90894. case 4:
  90895. result.r = t;
  90896. result.g = p;
  90897. result.b = v;
  90898. break;
  90899. default: // case 5:
  90900. result.r = v;
  90901. result.g = p;
  90902. result.b = q;
  90903. break;
  90904. }
  90905. }
  90906. result.a = 1;
  90907. };
  90908. /**
  90909. * Returns a value clamped between min and max
  90910. * @param value The value to clamp
  90911. * @param min The minimum of value
  90912. * @param max The maximum of value
  90913. * @returns The clamped value.
  90914. */
  90915. ColorCurves.clamp = function (value, min, max) {
  90916. return Math.min(Math.max(value, min), max);
  90917. };
  90918. /**
  90919. * Clones the current color curve instance.
  90920. * @return The cloned curves
  90921. */
  90922. ColorCurves.prototype.clone = function () {
  90923. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90924. };
  90925. /**
  90926. * Serializes the current color curve instance to a json representation.
  90927. * @return a JSON representation
  90928. */
  90929. ColorCurves.prototype.serialize = function () {
  90930. return BABYLON.SerializationHelper.Serialize(this);
  90931. };
  90932. /**
  90933. * Parses the color curve from a json representation.
  90934. * @param source the JSON source to parse
  90935. * @return The parsed curves
  90936. */
  90937. ColorCurves.Parse = function (source) {
  90938. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90939. };
  90940. __decorate([
  90941. BABYLON.serialize()
  90942. ], ColorCurves.prototype, "_globalHue", void 0);
  90943. __decorate([
  90944. BABYLON.serialize()
  90945. ], ColorCurves.prototype, "_globalDensity", void 0);
  90946. __decorate([
  90947. BABYLON.serialize()
  90948. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90949. __decorate([
  90950. BABYLON.serialize()
  90951. ], ColorCurves.prototype, "_globalExposure", void 0);
  90952. __decorate([
  90953. BABYLON.serialize()
  90954. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90955. __decorate([
  90956. BABYLON.serialize()
  90957. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90958. __decorate([
  90959. BABYLON.serialize()
  90960. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90961. __decorate([
  90962. BABYLON.serialize()
  90963. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90964. __decorate([
  90965. BABYLON.serialize()
  90966. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90967. __decorate([
  90968. BABYLON.serialize()
  90969. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90970. __decorate([
  90971. BABYLON.serialize()
  90972. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90973. __decorate([
  90974. BABYLON.serialize()
  90975. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90976. return ColorCurves;
  90977. }());
  90978. BABYLON.ColorCurves = ColorCurves;
  90979. })(BABYLON || (BABYLON = {}));
  90980. //# sourceMappingURL=babylon.colorCurves.js.map
  90981. var BABYLON;
  90982. (function (BABYLON) {
  90983. /**
  90984. * Post process which applies a refractin texture
  90985. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90986. */
  90987. var RefractionPostProcess = /** @class */ (function (_super) {
  90988. __extends(RefractionPostProcess, _super);
  90989. /**
  90990. * Initializes the RefractionPostProcess
  90991. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90992. * @param name The name of the effect.
  90993. * @param refractionTextureUrl Url of the refraction texture to use
  90994. * @param color the base color of the refraction (used to taint the rendering)
  90995. * @param depth simulated refraction depth
  90996. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90997. * @param camera The camera to apply the render pass to.
  90998. * @param options The required width/height ratio to downsize to before computing the render pass.
  90999. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91000. * @param engine The engine which the post process will be applied. (default: current engine)
  91001. * @param reusable If the post process can be reused on the same frame. (default: false)
  91002. */
  91003. function RefractionPostProcess(name, refractionTextureUrl,
  91004. /** the base color of the refraction (used to taint the rendering) */
  91005. color,
  91006. /** simulated refraction depth */
  91007. depth,
  91008. /** the coefficient of the base color (0 to remove base color tainting) */
  91009. colorLevel, options, camera, samplingMode, engine, reusable) {
  91010. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91011. _this.color = color;
  91012. _this.depth = depth;
  91013. _this.colorLevel = colorLevel;
  91014. _this._ownRefractionTexture = true;
  91015. _this.onActivateObservable.add(function (cam) {
  91016. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91017. });
  91018. _this.onApplyObservable.add(function (effect) {
  91019. effect.setColor3("baseColor", _this.color);
  91020. effect.setFloat("depth", _this.depth);
  91021. effect.setFloat("colorLevel", _this.colorLevel);
  91022. effect.setTexture("refractionSampler", _this._refTexture);
  91023. });
  91024. return _this;
  91025. }
  91026. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91027. /**
  91028. * Gets or sets the refraction texture
  91029. * Please note that you are responsible for disposing the texture if you set it manually
  91030. */
  91031. get: function () {
  91032. return this._refTexture;
  91033. },
  91034. set: function (value) {
  91035. if (this._refTexture && this._ownRefractionTexture) {
  91036. this._refTexture.dispose();
  91037. }
  91038. this._refTexture = value;
  91039. this._ownRefractionTexture = false;
  91040. },
  91041. enumerable: true,
  91042. configurable: true
  91043. });
  91044. // Methods
  91045. /**
  91046. * Disposes of the post process
  91047. * @param camera Camera to dispose post process on
  91048. */
  91049. RefractionPostProcess.prototype.dispose = function (camera) {
  91050. if (this._refTexture && this._ownRefractionTexture) {
  91051. this._refTexture.dispose();
  91052. this._refTexture = null;
  91053. }
  91054. _super.prototype.dispose.call(this, camera);
  91055. };
  91056. return RefractionPostProcess;
  91057. }(BABYLON.PostProcess));
  91058. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91059. })(BABYLON || (BABYLON = {}));
  91060. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91061. var BABYLON;
  91062. (function (BABYLON) {
  91063. /**
  91064. * Post process used to render in black and white
  91065. */
  91066. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91067. __extends(BlackAndWhitePostProcess, _super);
  91068. /**
  91069. * Creates a black and white post process
  91070. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91071. * @param name The name of the effect.
  91072. * @param options The required width/height ratio to downsize to before computing the render pass.
  91073. * @param camera The camera to apply the render pass to.
  91074. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91075. * @param engine The engine which the post process will be applied. (default: current engine)
  91076. * @param reusable If the post process can be reused on the same frame. (default: false)
  91077. */
  91078. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91079. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91080. /**
  91081. * Linear about to convert he result to black and white (default: 1)
  91082. */
  91083. _this.degree = 1;
  91084. _this.onApplyObservable.add(function (effect) {
  91085. effect.setFloat("degree", _this.degree);
  91086. });
  91087. return _this;
  91088. }
  91089. return BlackAndWhitePostProcess;
  91090. }(BABYLON.PostProcess));
  91091. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91092. })(BABYLON || (BABYLON = {}));
  91093. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91094. var BABYLON;
  91095. (function (BABYLON) {
  91096. /**
  91097. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91098. * input texture to perform effects such as edge detection or sharpening
  91099. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91100. */
  91101. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91102. __extends(ConvolutionPostProcess, _super);
  91103. /**
  91104. * Creates a new instance ConvolutionPostProcess
  91105. * @param name The name of the effect.
  91106. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91107. * @param options The required width/height ratio to downsize to before computing the render pass.
  91108. * @param camera The camera to apply the render pass to.
  91109. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91110. * @param engine The engine which the post process will be applied. (default: current engine)
  91111. * @param reusable If the post process can be reused on the same frame. (default: false)
  91112. * @param textureType Type of textures used when performing the post process. (default: 0)
  91113. */
  91114. function ConvolutionPostProcess(name,
  91115. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91116. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91117. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91118. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91119. _this.kernel = kernel;
  91120. _this.onApply = function (effect) {
  91121. effect.setFloat2("screenSize", _this.width, _this.height);
  91122. effect.setArray("kernel", _this.kernel);
  91123. };
  91124. return _this;
  91125. }
  91126. // Statics
  91127. /**
  91128. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91129. */
  91130. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91131. /**
  91132. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91133. */
  91134. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91135. /**
  91136. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91137. */
  91138. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91139. /**
  91140. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91141. */
  91142. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91143. /**
  91144. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91145. */
  91146. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91147. /**
  91148. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91149. */
  91150. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91151. return ConvolutionPostProcess;
  91152. }(BABYLON.PostProcess));
  91153. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91154. })(BABYLON || (BABYLON = {}));
  91155. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91156. var BABYLON;
  91157. (function (BABYLON) {
  91158. /**
  91159. * Applies a kernel filter to the image
  91160. */
  91161. var FilterPostProcess = /** @class */ (function (_super) {
  91162. __extends(FilterPostProcess, _super);
  91163. /**
  91164. *
  91165. * @param name The name of the effect.
  91166. * @param kernelMatrix The matrix to be applied to the image
  91167. * @param options The required width/height ratio to downsize to before computing the render pass.
  91168. * @param camera The camera to apply the render pass to.
  91169. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91170. * @param engine The engine which the post process will be applied. (default: current engine)
  91171. * @param reusable If the post process can be reused on the same frame. (default: false)
  91172. */
  91173. function FilterPostProcess(name,
  91174. /** The matrix to be applied to the image */
  91175. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91176. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91177. _this.kernelMatrix = kernelMatrix;
  91178. _this.onApply = function (effect) {
  91179. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91180. };
  91181. return _this;
  91182. }
  91183. return FilterPostProcess;
  91184. }(BABYLON.PostProcess));
  91185. BABYLON.FilterPostProcess = FilterPostProcess;
  91186. })(BABYLON || (BABYLON = {}));
  91187. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91188. var BABYLON;
  91189. (function (BABYLON) {
  91190. /**
  91191. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91192. */
  91193. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91194. __extends(VolumetricLightScatteringPostProcess, _super);
  91195. /**
  91196. * @constructor
  91197. * @param name The post-process name
  91198. * @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)
  91199. * @param camera The camera that the post-process will be attached to
  91200. * @param mesh The mesh used to create the light scattering
  91201. * @param samples The post-process quality, default 100
  91202. * @param samplingModeThe post-process filtering mode
  91203. * @param engine The babylon engine
  91204. * @param reusable If the post-process is reusable
  91205. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91206. */
  91207. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91208. if (samples === void 0) { samples = 100; }
  91209. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91210. 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;
  91211. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91212. /**
  91213. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91214. */
  91215. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91216. /**
  91217. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91218. */
  91219. _this.useCustomMeshPosition = false;
  91220. /**
  91221. * If the post-process should inverse the light scattering direction
  91222. */
  91223. _this.invert = true;
  91224. /**
  91225. * Array containing the excluded meshes not rendered in the internal pass
  91226. */
  91227. _this.excludedMeshes = new Array();
  91228. /**
  91229. * Controls the overall intensity of the post-process
  91230. */
  91231. _this.exposure = 0.3;
  91232. /**
  91233. * Dissipates each sample's contribution in range [0, 1]
  91234. */
  91235. _this.decay = 0.96815;
  91236. /**
  91237. * Controls the overall intensity of each sample
  91238. */
  91239. _this.weight = 0.58767;
  91240. /**
  91241. * Controls the density of each sample
  91242. */
  91243. _this.density = 0.926;
  91244. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91245. engine = scene.getEngine();
  91246. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91247. // Configure mesh
  91248. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91249. // Configure
  91250. _this._createPass(scene, ratio.passRatio || ratio);
  91251. _this.onActivate = function (camera) {
  91252. if (!_this.isSupported) {
  91253. _this.dispose(camera);
  91254. }
  91255. _this.onActivate = null;
  91256. };
  91257. _this.onApplyObservable.add(function (effect) {
  91258. _this._updateMeshScreenCoordinates(scene);
  91259. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91260. effect.setFloat("exposure", _this.exposure);
  91261. effect.setFloat("decay", _this.decay);
  91262. effect.setFloat("weight", _this.weight);
  91263. effect.setFloat("density", _this.density);
  91264. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91265. });
  91266. return _this;
  91267. }
  91268. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91269. /**
  91270. * @hidden
  91271. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91272. */
  91273. get: function () {
  91274. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91275. return false;
  91276. },
  91277. set: function (useDiffuseColor) {
  91278. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91279. },
  91280. enumerable: true,
  91281. configurable: true
  91282. });
  91283. /**
  91284. * Returns the string "VolumetricLightScatteringPostProcess"
  91285. * @returns "VolumetricLightScatteringPostProcess"
  91286. */
  91287. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91288. return "VolumetricLightScatteringPostProcess";
  91289. };
  91290. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91291. var mesh = subMesh.getMesh();
  91292. // Render this.mesh as default
  91293. if (mesh === this.mesh && mesh.material) {
  91294. return mesh.material.isReady(mesh);
  91295. }
  91296. var defines = [];
  91297. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91298. var material = subMesh.getMaterial();
  91299. // Alpha test
  91300. if (material) {
  91301. if (material.needAlphaTesting()) {
  91302. defines.push("#define ALPHATEST");
  91303. }
  91304. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91305. attribs.push(BABYLON.VertexBuffer.UVKind);
  91306. defines.push("#define UV1");
  91307. }
  91308. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91309. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91310. defines.push("#define UV2");
  91311. }
  91312. }
  91313. // Bones
  91314. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91315. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91316. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91317. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91318. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91319. }
  91320. else {
  91321. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91322. }
  91323. // Instances
  91324. if (useInstances) {
  91325. defines.push("#define INSTANCES");
  91326. attribs.push("world0");
  91327. attribs.push("world1");
  91328. attribs.push("world2");
  91329. attribs.push("world3");
  91330. }
  91331. // Get correct effect
  91332. var join = defines.join("\n");
  91333. if (this._cachedDefines !== join) {
  91334. this._cachedDefines = join;
  91335. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91336. }
  91337. return this._volumetricLightScatteringPass.isReady();
  91338. };
  91339. /**
  91340. * Sets the new light position for light scattering effect
  91341. * @param position The new custom light position
  91342. */
  91343. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91344. this.customMeshPosition = position;
  91345. };
  91346. /**
  91347. * Returns the light position for light scattering effect
  91348. * @return Vector3 The custom light position
  91349. */
  91350. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91351. return this.customMeshPosition;
  91352. };
  91353. /**
  91354. * Disposes the internal assets and detaches the post-process from the camera
  91355. */
  91356. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91357. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91358. if (rttIndex !== -1) {
  91359. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91360. }
  91361. this._volumetricLightScatteringRTT.dispose();
  91362. _super.prototype.dispose.call(this, camera);
  91363. };
  91364. /**
  91365. * Returns the render target texture used by the post-process
  91366. * @return the render target texture used by the post-process
  91367. */
  91368. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91369. return this._volumetricLightScatteringRTT;
  91370. };
  91371. // Private methods
  91372. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91373. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91374. return true;
  91375. }
  91376. return false;
  91377. };
  91378. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91379. var _this = this;
  91380. var engine = scene.getEngine();
  91381. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91382. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91383. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91384. this._volumetricLightScatteringRTT.renderList = null;
  91385. this._volumetricLightScatteringRTT.renderParticles = false;
  91386. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91387. var camera = this.getCamera();
  91388. if (camera) {
  91389. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91390. }
  91391. else {
  91392. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91393. }
  91394. // Custom render function for submeshes
  91395. var renderSubMesh = function (subMesh) {
  91396. var mesh = subMesh.getRenderingMesh();
  91397. if (_this._meshExcluded(mesh)) {
  91398. return;
  91399. }
  91400. var material = subMesh.getMaterial();
  91401. if (!material) {
  91402. return;
  91403. }
  91404. var scene = mesh.getScene();
  91405. var engine = scene.getEngine();
  91406. // Culling
  91407. engine.setState(material.backFaceCulling);
  91408. // Managing instances
  91409. var batch = mesh._getInstancesRenderList(subMesh._id);
  91410. if (batch.mustReturn) {
  91411. return;
  91412. }
  91413. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91414. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91415. var effect = _this._volumetricLightScatteringPass;
  91416. if (mesh === _this.mesh) {
  91417. if (subMesh.effect) {
  91418. effect = subMesh.effect;
  91419. }
  91420. else {
  91421. effect = material.getEffect();
  91422. }
  91423. }
  91424. engine.enableEffect(effect);
  91425. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91426. if (mesh === _this.mesh) {
  91427. material.bind(mesh.getWorldMatrix(), mesh);
  91428. }
  91429. else {
  91430. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91431. // Alpha test
  91432. if (material && material.needAlphaTesting()) {
  91433. var alphaTexture = material.getAlphaTestTexture();
  91434. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91435. if (alphaTexture) {
  91436. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91437. }
  91438. }
  91439. // Bones
  91440. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91441. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91442. }
  91443. }
  91444. // Draw
  91445. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91446. }
  91447. };
  91448. // Render target texture callbacks
  91449. var savedSceneClearColor;
  91450. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91451. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91452. savedSceneClearColor = scene.clearColor;
  91453. scene.clearColor = sceneClearColor;
  91454. });
  91455. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91456. scene.clearColor = savedSceneClearColor;
  91457. });
  91458. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91459. var engine = scene.getEngine();
  91460. var index;
  91461. if (depthOnlySubMeshes.length) {
  91462. engine.setColorWrite(false);
  91463. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91464. renderSubMesh(depthOnlySubMeshes.data[index]);
  91465. }
  91466. engine.setColorWrite(true);
  91467. }
  91468. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91469. renderSubMesh(opaqueSubMeshes.data[index]);
  91470. }
  91471. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91472. renderSubMesh(alphaTestSubMeshes.data[index]);
  91473. }
  91474. if (transparentSubMeshes.length) {
  91475. // Sort sub meshes
  91476. for (index = 0; index < transparentSubMeshes.length; index++) {
  91477. var submesh = transparentSubMeshes.data[index];
  91478. var boundingInfo = submesh.getBoundingInfo();
  91479. if (boundingInfo && scene.activeCamera) {
  91480. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91481. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91482. }
  91483. }
  91484. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91485. sortedArray.sort(function (a, b) {
  91486. // Alpha index first
  91487. if (a._alphaIndex > b._alphaIndex) {
  91488. return 1;
  91489. }
  91490. if (a._alphaIndex < b._alphaIndex) {
  91491. return -1;
  91492. }
  91493. // Then distance to camera
  91494. if (a._distanceToCamera < b._distanceToCamera) {
  91495. return 1;
  91496. }
  91497. if (a._distanceToCamera > b._distanceToCamera) {
  91498. return -1;
  91499. }
  91500. return 0;
  91501. });
  91502. // Render sub meshes
  91503. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91504. for (index = 0; index < sortedArray.length; index++) {
  91505. renderSubMesh(sortedArray[index]);
  91506. }
  91507. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91508. }
  91509. };
  91510. };
  91511. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91512. var transform = scene.getTransformMatrix();
  91513. var meshPosition;
  91514. if (this.useCustomMeshPosition) {
  91515. meshPosition = this.customMeshPosition;
  91516. }
  91517. else if (this.attachedNode) {
  91518. meshPosition = this.attachedNode.position;
  91519. }
  91520. else {
  91521. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91522. }
  91523. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91524. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91525. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91526. if (this.invert) {
  91527. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91528. }
  91529. };
  91530. // Static methods
  91531. /**
  91532. * Creates a default mesh for the Volumeric Light Scattering post-process
  91533. * @param name The mesh name
  91534. * @param scene The scene where to create the mesh
  91535. * @return the default mesh
  91536. */
  91537. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91538. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91539. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91540. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91541. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91542. mesh.material = material;
  91543. return mesh;
  91544. };
  91545. __decorate([
  91546. BABYLON.serializeAsVector3()
  91547. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91548. __decorate([
  91549. BABYLON.serialize()
  91550. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91551. __decorate([
  91552. BABYLON.serialize()
  91553. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91554. __decorate([
  91555. BABYLON.serializeAsMeshReference()
  91556. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91557. __decorate([
  91558. BABYLON.serialize()
  91559. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91560. __decorate([
  91561. BABYLON.serialize()
  91562. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91563. __decorate([
  91564. BABYLON.serialize()
  91565. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91566. __decorate([
  91567. BABYLON.serialize()
  91568. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91569. __decorate([
  91570. BABYLON.serialize()
  91571. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91572. return VolumetricLightScatteringPostProcess;
  91573. }(BABYLON.PostProcess));
  91574. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91575. })(BABYLON || (BABYLON = {}));
  91576. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91577. var BABYLON;
  91578. (function (BABYLON) {
  91579. /**
  91580. *
  91581. * This post-process allows the modification of rendered colors by using
  91582. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91583. *
  91584. * The object needs to be provided an url to a texture containing the color
  91585. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91586. * Use an image editing software to tweak the LUT to match your needs.
  91587. *
  91588. * For an example of a color LUT, see here:
  91589. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91590. * For explanations on color grading, see here:
  91591. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91592. *
  91593. */
  91594. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91595. __extends(ColorCorrectionPostProcess, _super);
  91596. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91597. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91598. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91599. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91600. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91601. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91602. _this.onApply = function (effect) {
  91603. effect.setTexture("colorTable", _this._colorTableTexture);
  91604. };
  91605. return _this;
  91606. }
  91607. return ColorCorrectionPostProcess;
  91608. }(BABYLON.PostProcess));
  91609. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91610. })(BABYLON || (BABYLON = {}));
  91611. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91612. var BABYLON;
  91613. (function (BABYLON) {
  91614. /** Defines operator used for tonemapping */
  91615. var TonemappingOperator;
  91616. (function (TonemappingOperator) {
  91617. /** Hable */
  91618. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91619. /** Reinhard */
  91620. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91621. /** HejiDawson */
  91622. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91623. /** Photographic */
  91624. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91625. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91626. /**
  91627. * Defines a post process to apply tone mapping
  91628. */
  91629. var TonemapPostProcess = /** @class */ (function (_super) {
  91630. __extends(TonemapPostProcess, _super);
  91631. /**
  91632. * Creates a new TonemapPostProcess
  91633. * @param name defines the name of the postprocess
  91634. * @param _operator defines the operator to use
  91635. * @param exposureAdjustment defines the required exposure adjustement
  91636. * @param camera defines the camera to use (can be null)
  91637. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91638. * @param engine defines the hosting engine (can be ignore if camera is set)
  91639. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91640. */
  91641. function TonemapPostProcess(name, _operator,
  91642. /** Defines the required exposure adjustement */
  91643. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91644. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91645. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91646. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91647. _this._operator = _operator;
  91648. _this.exposureAdjustment = exposureAdjustment;
  91649. var defines = "#define ";
  91650. if (_this._operator === TonemappingOperator.Hable) {
  91651. defines += "HABLE_TONEMAPPING";
  91652. }
  91653. else if (_this._operator === TonemappingOperator.Reinhard) {
  91654. defines += "REINHARD_TONEMAPPING";
  91655. }
  91656. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91657. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91658. }
  91659. else if (_this._operator === TonemappingOperator.Photographic) {
  91660. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91661. }
  91662. //sadly a second call to create the effect.
  91663. _this.updateEffect(defines);
  91664. _this.onApply = function (effect) {
  91665. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91666. };
  91667. return _this;
  91668. }
  91669. return TonemapPostProcess;
  91670. }(BABYLON.PostProcess));
  91671. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91672. })(BABYLON || (BABYLON = {}));
  91673. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91674. var BABYLON;
  91675. (function (BABYLON) {
  91676. /**
  91677. * DisplayPassPostProcess which produces an output the same as it's input
  91678. */
  91679. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91680. __extends(DisplayPassPostProcess, _super);
  91681. /**
  91682. * Creates the DisplayPassPostProcess
  91683. * @param name The name of the effect.
  91684. * @param options The required width/height ratio to downsize to before computing the render pass.
  91685. * @param camera The camera to apply the render pass to.
  91686. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91687. * @param engine The engine which the post process will be applied. (default: current engine)
  91688. * @param reusable If the post process can be reused on the same frame. (default: false)
  91689. */
  91690. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91691. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91692. }
  91693. return DisplayPassPostProcess;
  91694. }(BABYLON.PostProcess));
  91695. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91696. })(BABYLON || (BABYLON = {}));
  91697. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91698. var BABYLON;
  91699. (function (BABYLON) {
  91700. /**
  91701. * Extracts highlights from the image
  91702. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91703. */
  91704. var HighlightsPostProcess = /** @class */ (function (_super) {
  91705. __extends(HighlightsPostProcess, _super);
  91706. /**
  91707. * Extracts highlights from the image
  91708. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91709. * @param name The name of the effect.
  91710. * @param options The required width/height ratio to downsize to before computing the render pass.
  91711. * @param camera The camera to apply the render pass to.
  91712. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91713. * @param engine The engine which the post process will be applied. (default: current engine)
  91714. * @param reusable If the post process can be reused on the same frame. (default: false)
  91715. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91716. */
  91717. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91718. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91719. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91720. }
  91721. return HighlightsPostProcess;
  91722. }(BABYLON.PostProcess));
  91723. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91724. })(BABYLON || (BABYLON = {}));
  91725. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91726. var BABYLON;
  91727. (function (BABYLON) {
  91728. /**
  91729. * ImageProcessingPostProcess
  91730. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91731. */
  91732. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91733. __extends(ImageProcessingPostProcess, _super);
  91734. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91735. if (camera === void 0) { camera = null; }
  91736. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91737. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91738. _this._fromLinearSpace = true;
  91739. /**
  91740. * Defines cache preventing GC.
  91741. */
  91742. _this._defines = {
  91743. IMAGEPROCESSING: false,
  91744. VIGNETTE: false,
  91745. VIGNETTEBLENDMODEMULTIPLY: false,
  91746. VIGNETTEBLENDMODEOPAQUE: false,
  91747. TONEMAPPING: false,
  91748. TONEMAPPING_ACES: false,
  91749. CONTRAST: false,
  91750. COLORCURVES: false,
  91751. COLORGRADING: false,
  91752. COLORGRADING3D: false,
  91753. FROMLINEARSPACE: false,
  91754. SAMPLER3DGREENDEPTH: false,
  91755. SAMPLER3DBGRMAP: false,
  91756. IMAGEPROCESSINGPOSTPROCESS: false,
  91757. EXPOSURE: false,
  91758. };
  91759. // Setup the configuration as forced by the constructor. This would then not force the
  91760. // scene materials output in linear space and let untouched the default forward pass.
  91761. if (imageProcessingConfiguration) {
  91762. imageProcessingConfiguration.applyByPostProcess = true;
  91763. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91764. // This will cause the shader to be compiled
  91765. _this.fromLinearSpace = false;
  91766. }
  91767. // Setup the default processing configuration to the scene.
  91768. else {
  91769. _this._attachImageProcessingConfiguration(null, true);
  91770. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91771. }
  91772. _this.onApply = function (effect) {
  91773. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91774. };
  91775. return _this;
  91776. }
  91777. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91778. /**
  91779. * Gets the image processing configuration used either in this material.
  91780. */
  91781. get: function () {
  91782. return this._imageProcessingConfiguration;
  91783. },
  91784. /**
  91785. * Sets the Default image processing configuration used either in the this material.
  91786. *
  91787. * If sets to null, the scene one is in use.
  91788. */
  91789. set: function (value) {
  91790. this._attachImageProcessingConfiguration(value);
  91791. },
  91792. enumerable: true,
  91793. configurable: true
  91794. });
  91795. /**
  91796. * Attaches a new image processing configuration to the PBR Material.
  91797. * @param configuration
  91798. */
  91799. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91800. var _this = this;
  91801. if (doNotBuild === void 0) { doNotBuild = false; }
  91802. if (configuration === this._imageProcessingConfiguration) {
  91803. return;
  91804. }
  91805. // Detaches observer.
  91806. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91807. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91808. }
  91809. // Pick the scene configuration if needed.
  91810. if (!configuration) {
  91811. var scene = null;
  91812. var engine = this.getEngine();
  91813. var camera = this.getCamera();
  91814. if (camera) {
  91815. scene = camera.getScene();
  91816. }
  91817. else if (engine && engine.scenes) {
  91818. var scenes = engine.scenes;
  91819. scene = scenes[scenes.length - 1];
  91820. }
  91821. else {
  91822. scene = BABYLON.Engine.LastCreatedScene;
  91823. }
  91824. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91825. }
  91826. else {
  91827. this._imageProcessingConfiguration = configuration;
  91828. }
  91829. // Attaches observer.
  91830. if (this._imageProcessingConfiguration) {
  91831. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91832. _this._updateParameters();
  91833. });
  91834. }
  91835. // Ensure the effect will be rebuilt.
  91836. if (!doNotBuild) {
  91837. this._updateParameters();
  91838. }
  91839. };
  91840. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91841. /**
  91842. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91843. */
  91844. get: function () {
  91845. return this.imageProcessingConfiguration.colorCurves;
  91846. },
  91847. /**
  91848. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91849. */
  91850. set: function (value) {
  91851. this.imageProcessingConfiguration.colorCurves = value;
  91852. },
  91853. enumerable: true,
  91854. configurable: true
  91855. });
  91856. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91857. /**
  91858. * Gets wether the color curves effect is enabled.
  91859. */
  91860. get: function () {
  91861. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91862. },
  91863. /**
  91864. * Sets wether the color curves effect is enabled.
  91865. */
  91866. set: function (value) {
  91867. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91868. },
  91869. enumerable: true,
  91870. configurable: true
  91871. });
  91872. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91873. /**
  91874. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91875. */
  91876. get: function () {
  91877. return this.imageProcessingConfiguration.colorGradingTexture;
  91878. },
  91879. /**
  91880. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91881. */
  91882. set: function (value) {
  91883. this.imageProcessingConfiguration.colorGradingTexture = value;
  91884. },
  91885. enumerable: true,
  91886. configurable: true
  91887. });
  91888. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91889. /**
  91890. * Gets wether the color grading effect is enabled.
  91891. */
  91892. get: function () {
  91893. return this.imageProcessingConfiguration.colorGradingEnabled;
  91894. },
  91895. /**
  91896. * Gets wether the color grading effect is enabled.
  91897. */
  91898. set: function (value) {
  91899. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91900. },
  91901. enumerable: true,
  91902. configurable: true
  91903. });
  91904. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91905. /**
  91906. * Gets exposure used in the effect.
  91907. */
  91908. get: function () {
  91909. return this.imageProcessingConfiguration.exposure;
  91910. },
  91911. /**
  91912. * Sets exposure used in the effect.
  91913. */
  91914. set: function (value) {
  91915. this.imageProcessingConfiguration.exposure = value;
  91916. },
  91917. enumerable: true,
  91918. configurable: true
  91919. });
  91920. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91921. /**
  91922. * Gets wether tonemapping is enabled or not.
  91923. */
  91924. get: function () {
  91925. return this._imageProcessingConfiguration.toneMappingEnabled;
  91926. },
  91927. /**
  91928. * Sets wether tonemapping is enabled or not
  91929. */
  91930. set: function (value) {
  91931. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91932. },
  91933. enumerable: true,
  91934. configurable: true
  91935. });
  91936. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91937. /**
  91938. * Gets contrast used in the effect.
  91939. */
  91940. get: function () {
  91941. return this.imageProcessingConfiguration.contrast;
  91942. },
  91943. /**
  91944. * Sets contrast used in the effect.
  91945. */
  91946. set: function (value) {
  91947. this.imageProcessingConfiguration.contrast = value;
  91948. },
  91949. enumerable: true,
  91950. configurable: true
  91951. });
  91952. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91953. /**
  91954. * Gets Vignette stretch size.
  91955. */
  91956. get: function () {
  91957. return this.imageProcessingConfiguration.vignetteStretch;
  91958. },
  91959. /**
  91960. * Sets Vignette stretch size.
  91961. */
  91962. set: function (value) {
  91963. this.imageProcessingConfiguration.vignetteStretch = value;
  91964. },
  91965. enumerable: true,
  91966. configurable: true
  91967. });
  91968. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91969. /**
  91970. * Gets Vignette centre X Offset.
  91971. */
  91972. get: function () {
  91973. return this.imageProcessingConfiguration.vignetteCentreX;
  91974. },
  91975. /**
  91976. * Sets Vignette centre X Offset.
  91977. */
  91978. set: function (value) {
  91979. this.imageProcessingConfiguration.vignetteCentreX = value;
  91980. },
  91981. enumerable: true,
  91982. configurable: true
  91983. });
  91984. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91985. /**
  91986. * Gets Vignette centre Y Offset.
  91987. */
  91988. get: function () {
  91989. return this.imageProcessingConfiguration.vignetteCentreY;
  91990. },
  91991. /**
  91992. * Sets Vignette centre Y Offset.
  91993. */
  91994. set: function (value) {
  91995. this.imageProcessingConfiguration.vignetteCentreY = value;
  91996. },
  91997. enumerable: true,
  91998. configurable: true
  91999. });
  92000. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92001. /**
  92002. * Gets Vignette weight or intensity of the vignette effect.
  92003. */
  92004. get: function () {
  92005. return this.imageProcessingConfiguration.vignetteWeight;
  92006. },
  92007. /**
  92008. * Sets Vignette weight or intensity of the vignette effect.
  92009. */
  92010. set: function (value) {
  92011. this.imageProcessingConfiguration.vignetteWeight = value;
  92012. },
  92013. enumerable: true,
  92014. configurable: true
  92015. });
  92016. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92017. /**
  92018. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92019. * if vignetteEnabled is set to true.
  92020. */
  92021. get: function () {
  92022. return this.imageProcessingConfiguration.vignetteColor;
  92023. },
  92024. /**
  92025. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92026. * if vignetteEnabled is set to true.
  92027. */
  92028. set: function (value) {
  92029. this.imageProcessingConfiguration.vignetteColor = value;
  92030. },
  92031. enumerable: true,
  92032. configurable: true
  92033. });
  92034. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92035. /**
  92036. * Gets Camera field of view used by the Vignette effect.
  92037. */
  92038. get: function () {
  92039. return this.imageProcessingConfiguration.vignetteCameraFov;
  92040. },
  92041. /**
  92042. * Sets Camera field of view used by the Vignette effect.
  92043. */
  92044. set: function (value) {
  92045. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92046. },
  92047. enumerable: true,
  92048. configurable: true
  92049. });
  92050. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92051. /**
  92052. * Gets the vignette blend mode allowing different kind of effect.
  92053. */
  92054. get: function () {
  92055. return this.imageProcessingConfiguration.vignetteBlendMode;
  92056. },
  92057. /**
  92058. * Sets the vignette blend mode allowing different kind of effect.
  92059. */
  92060. set: function (value) {
  92061. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92062. },
  92063. enumerable: true,
  92064. configurable: true
  92065. });
  92066. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92067. /**
  92068. * Gets wether the vignette effect is enabled.
  92069. */
  92070. get: function () {
  92071. return this.imageProcessingConfiguration.vignetteEnabled;
  92072. },
  92073. /**
  92074. * Sets wether the vignette effect is enabled.
  92075. */
  92076. set: function (value) {
  92077. this.imageProcessingConfiguration.vignetteEnabled = value;
  92078. },
  92079. enumerable: true,
  92080. configurable: true
  92081. });
  92082. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92083. /**
  92084. * Gets wether the input of the processing is in Gamma or Linear Space.
  92085. */
  92086. get: function () {
  92087. return this._fromLinearSpace;
  92088. },
  92089. /**
  92090. * Sets wether the input of the processing is in Gamma or Linear Space.
  92091. */
  92092. set: function (value) {
  92093. if (this._fromLinearSpace === value) {
  92094. return;
  92095. }
  92096. this._fromLinearSpace = value;
  92097. this._updateParameters();
  92098. },
  92099. enumerable: true,
  92100. configurable: true
  92101. });
  92102. /**
  92103. * "ImageProcessingPostProcess"
  92104. * @returns "ImageProcessingPostProcess"
  92105. */
  92106. ImageProcessingPostProcess.prototype.getClassName = function () {
  92107. return "ImageProcessingPostProcess";
  92108. };
  92109. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92110. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92111. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92112. var defines = "";
  92113. for (var define in this._defines) {
  92114. if (this._defines[define]) {
  92115. defines += "#define " + define + ";\r\n";
  92116. }
  92117. }
  92118. var samplers = ["textureSampler"];
  92119. var uniforms = ["scale"];
  92120. if (BABYLON.ImageProcessingConfiguration) {
  92121. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92122. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92123. }
  92124. this.updateEffect(defines, uniforms, samplers);
  92125. };
  92126. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92127. _super.prototype.dispose.call(this, camera);
  92128. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92129. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92130. }
  92131. if (this._imageProcessingConfiguration) {
  92132. this.imageProcessingConfiguration.applyByPostProcess = false;
  92133. }
  92134. };
  92135. __decorate([
  92136. BABYLON.serialize()
  92137. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92138. return ImageProcessingPostProcess;
  92139. }(BABYLON.PostProcess));
  92140. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92141. })(BABYLON || (BABYLON = {}));
  92142. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92143. var BABYLON;
  92144. (function (BABYLON) {
  92145. /**
  92146. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92147. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92148. * As an example, all you have to do is to create the post-process:
  92149. * var mb = new BABYLON.MotionBlurPostProcess(
  92150. * 'mb', // The name of the effect.
  92151. * scene, // The scene containing the objects to blur according to their velocity.
  92152. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92153. * camera // The camera to apply the render pass to.
  92154. * );
  92155. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92156. */
  92157. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92158. __extends(MotionBlurPostProcess, _super);
  92159. /**
  92160. * Creates a new instance MotionBlurPostProcess
  92161. * @param name The name of the effect.
  92162. * @param scene The scene containing the objects to blur according to their velocity.
  92163. * @param options The required width/height ratio to downsize to before computing the render pass.
  92164. * @param camera The camera to apply the render pass to.
  92165. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92166. * @param engine The engine which the post process will be applied. (default: current engine)
  92167. * @param reusable If the post process can be reused on the same frame. (default: false)
  92168. * @param textureType Type of textures used when performing the post process. (default: 0)
  92169. * @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)
  92170. */
  92171. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92172. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92173. if (blockCompilation === void 0) { blockCompilation = false; }
  92174. 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;
  92175. /**
  92176. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92177. */
  92178. _this.motionStrength = 1;
  92179. _this._motionBlurSamples = 32;
  92180. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92181. if (!_this._geometryBufferRenderer) {
  92182. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92183. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92184. _this.updateEffect();
  92185. }
  92186. else {
  92187. // Geometry buffer renderer is supported.
  92188. _this._geometryBufferRenderer.enableVelocity = true;
  92189. _this.onApply = function (effect) {
  92190. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92191. effect.setFloat("motionScale", scene.getAnimationRatio());
  92192. effect.setFloat("motionStrength", _this.motionStrength);
  92193. if (_this._geometryBufferRenderer) {
  92194. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92195. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92196. }
  92197. };
  92198. }
  92199. return _this;
  92200. }
  92201. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92202. /**
  92203. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92204. */
  92205. get: function () {
  92206. return this._motionBlurSamples;
  92207. },
  92208. /**
  92209. * Sets the number of iterations to be used for motion blur quality
  92210. */
  92211. set: function (samples) {
  92212. this._motionBlurSamples = samples;
  92213. if (this._geometryBufferRenderer) {
  92214. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92215. }
  92216. },
  92217. enumerable: true,
  92218. configurable: true
  92219. });
  92220. /**
  92221. * Disposes the post process.
  92222. * @param camera The camera to dispose the post process on.
  92223. */
  92224. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92225. if (this._geometryBufferRenderer) {
  92226. // Clear previous transformation matrices dictionary used to compute objects velocities
  92227. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92228. }
  92229. _super.prototype.dispose.call(this, camera);
  92230. };
  92231. return MotionBlurPostProcess;
  92232. }(BABYLON.PostProcess));
  92233. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92234. })(BABYLON || (BABYLON = {}));
  92235. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92236. var BABYLON;
  92237. (function (BABYLON) {
  92238. /**
  92239. * Class used to store bone information
  92240. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92241. */
  92242. var Bone = /** @class */ (function (_super) {
  92243. __extends(Bone, _super);
  92244. /**
  92245. * Create a new bone
  92246. * @param name defines the bone name
  92247. * @param skeleton defines the parent skeleton
  92248. * @param parentBone defines the parent (can be null if the bone is the root)
  92249. * @param localMatrix defines the local matrix
  92250. * @param restPose defines the rest pose matrix
  92251. * @param baseMatrix defines the base matrix
  92252. * @param index defines index of the bone in the hiearchy
  92253. */
  92254. function Bone(
  92255. /**
  92256. * defines the bone name
  92257. */
  92258. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92259. if (parentBone === void 0) { parentBone = null; }
  92260. if (localMatrix === void 0) { localMatrix = null; }
  92261. if (restPose === void 0) { restPose = null; }
  92262. if (baseMatrix === void 0) { baseMatrix = null; }
  92263. if (index === void 0) { index = null; }
  92264. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92265. _this.name = name;
  92266. /**
  92267. * Gets the list of child bones
  92268. */
  92269. _this.children = new Array();
  92270. /** Gets the animations associated with this bone */
  92271. _this.animations = new Array();
  92272. /**
  92273. * @hidden Internal only
  92274. * Set this value to map this bone to a different index in the transform matrices
  92275. * Set this value to -1 to exclude the bone from the transform matrices
  92276. */
  92277. _this._index = null;
  92278. _this._absoluteTransform = new BABYLON.Matrix();
  92279. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92280. _this._scalingDeterminant = 1;
  92281. _this._worldTransform = new BABYLON.Matrix();
  92282. _this._needToDecompose = true;
  92283. _this._needToCompose = false;
  92284. /** @hidden */
  92285. _this._linkedTransformNode = null;
  92286. _this._skeleton = skeleton;
  92287. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92288. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92289. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92290. _this._index = index;
  92291. skeleton.bones.push(_this);
  92292. _this.setParent(parentBone, false);
  92293. if (baseMatrix || localMatrix) {
  92294. _this._updateDifferenceMatrix();
  92295. }
  92296. return _this;
  92297. }
  92298. Object.defineProperty(Bone.prototype, "_matrix", {
  92299. /** @hidden */
  92300. get: function () {
  92301. this._compose();
  92302. return this._localMatrix;
  92303. },
  92304. /** @hidden */
  92305. set: function (value) {
  92306. this._localMatrix.copyFrom(value);
  92307. this._needToDecompose = true;
  92308. },
  92309. enumerable: true,
  92310. configurable: true
  92311. });
  92312. // Members
  92313. /**
  92314. * Gets the parent skeleton
  92315. * @returns a skeleton
  92316. */
  92317. Bone.prototype.getSkeleton = function () {
  92318. return this._skeleton;
  92319. };
  92320. /**
  92321. * Gets parent bone
  92322. * @returns a bone or null if the bone is the root of the bone hierarchy
  92323. */
  92324. Bone.prototype.getParent = function () {
  92325. return this._parent;
  92326. };
  92327. /**
  92328. * Sets the parent bone
  92329. * @param parent defines the parent (can be null if the bone is the root)
  92330. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92331. */
  92332. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92333. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92334. if (this._parent === parent) {
  92335. return;
  92336. }
  92337. if (this._parent) {
  92338. var index = this._parent.children.indexOf(this);
  92339. if (index !== -1) {
  92340. this._parent.children.splice(index, 1);
  92341. }
  92342. }
  92343. this._parent = parent;
  92344. if (this._parent) {
  92345. this._parent.children.push(this);
  92346. }
  92347. if (updateDifferenceMatrix) {
  92348. this._updateDifferenceMatrix();
  92349. }
  92350. this.markAsDirty();
  92351. };
  92352. /**
  92353. * Gets the local matrix
  92354. * @returns a matrix
  92355. */
  92356. Bone.prototype.getLocalMatrix = function () {
  92357. this._compose();
  92358. return this._localMatrix;
  92359. };
  92360. /**
  92361. * Gets the base matrix (initial matrix which remains unchanged)
  92362. * @returns a matrix
  92363. */
  92364. Bone.prototype.getBaseMatrix = function () {
  92365. return this._baseMatrix;
  92366. };
  92367. /**
  92368. * Gets the rest pose matrix
  92369. * @returns a matrix
  92370. */
  92371. Bone.prototype.getRestPose = function () {
  92372. return this._restPose;
  92373. };
  92374. /**
  92375. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92376. */
  92377. Bone.prototype.getWorldMatrix = function () {
  92378. return this._worldTransform;
  92379. };
  92380. /**
  92381. * Sets the local matrix to rest pose matrix
  92382. */
  92383. Bone.prototype.returnToRest = function () {
  92384. this.updateMatrix(this._restPose.clone());
  92385. };
  92386. /**
  92387. * Gets the inverse of the absolute transform matrix.
  92388. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92389. * @returns a matrix
  92390. */
  92391. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92392. return this._invertedAbsoluteTransform;
  92393. };
  92394. /**
  92395. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92396. * @returns a matrix
  92397. */
  92398. Bone.prototype.getAbsoluteTransform = function () {
  92399. return this._absoluteTransform;
  92400. };
  92401. /**
  92402. * Links with the given transform node.
  92403. * The local matrix of this bone is copied from the transform node every frame.
  92404. * @param transformNode defines the transform node to link to
  92405. */
  92406. Bone.prototype.linkTransformNode = function (transformNode) {
  92407. if (this._linkedTransformNode) {
  92408. this._skeleton._numBonesWithLinkedTransformNode--;
  92409. }
  92410. this._linkedTransformNode = transformNode;
  92411. if (this._linkedTransformNode) {
  92412. this._skeleton._numBonesWithLinkedTransformNode++;
  92413. }
  92414. };
  92415. Object.defineProperty(Bone.prototype, "position", {
  92416. // Properties (matches AbstractMesh properties)
  92417. /** Gets or sets current position (in local space) */
  92418. get: function () {
  92419. this._decompose();
  92420. return this._localPosition;
  92421. },
  92422. set: function (newPosition) {
  92423. this._decompose();
  92424. this._localPosition.copyFrom(newPosition);
  92425. this._markAsDirtyAndCompose();
  92426. },
  92427. enumerable: true,
  92428. configurable: true
  92429. });
  92430. Object.defineProperty(Bone.prototype, "rotation", {
  92431. /** Gets or sets current rotation (in local space) */
  92432. get: function () {
  92433. return this.getRotation();
  92434. },
  92435. set: function (newRotation) {
  92436. this.setRotation(newRotation);
  92437. },
  92438. enumerable: true,
  92439. configurable: true
  92440. });
  92441. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92442. /** Gets or sets current rotation quaternion (in local space) */
  92443. get: function () {
  92444. this._decompose();
  92445. return this._localRotation;
  92446. },
  92447. set: function (newRotation) {
  92448. this.setRotationQuaternion(newRotation);
  92449. },
  92450. enumerable: true,
  92451. configurable: true
  92452. });
  92453. Object.defineProperty(Bone.prototype, "scaling", {
  92454. /** Gets or sets current scaling (in local space) */
  92455. get: function () {
  92456. return this.getScale();
  92457. },
  92458. set: function (newScaling) {
  92459. this.setScale(newScaling);
  92460. },
  92461. enumerable: true,
  92462. configurable: true
  92463. });
  92464. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92465. /**
  92466. * Gets the animation properties override
  92467. */
  92468. get: function () {
  92469. return this._skeleton.animationPropertiesOverride;
  92470. },
  92471. enumerable: true,
  92472. configurable: true
  92473. });
  92474. // Methods
  92475. Bone.prototype._decompose = function () {
  92476. if (!this._needToDecompose) {
  92477. return;
  92478. }
  92479. this._needToDecompose = false;
  92480. if (!this._localScaling) {
  92481. this._localScaling = BABYLON.Vector3.Zero();
  92482. this._localRotation = BABYLON.Quaternion.Zero();
  92483. this._localPosition = BABYLON.Vector3.Zero();
  92484. }
  92485. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92486. };
  92487. Bone.prototype._compose = function () {
  92488. if (!this._needToCompose) {
  92489. return;
  92490. }
  92491. this._needToCompose = false;
  92492. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92493. };
  92494. /**
  92495. * Update the base and local matrices
  92496. * @param matrix defines the new base or local matrix
  92497. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92498. * @param updateLocalMatrix defines if the local matrix should be updated
  92499. */
  92500. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92501. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92502. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92503. this._baseMatrix.copyFrom(matrix);
  92504. if (updateDifferenceMatrix) {
  92505. this._updateDifferenceMatrix();
  92506. }
  92507. if (updateLocalMatrix) {
  92508. this._localMatrix.copyFrom(matrix);
  92509. this._markAsDirtyAndDecompose();
  92510. }
  92511. else {
  92512. this.markAsDirty();
  92513. }
  92514. };
  92515. /** @hidden */
  92516. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92517. if (updateChildren === void 0) { updateChildren = true; }
  92518. if (!rootMatrix) {
  92519. rootMatrix = this._baseMatrix;
  92520. }
  92521. if (this._parent) {
  92522. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92523. }
  92524. else {
  92525. this._absoluteTransform.copyFrom(rootMatrix);
  92526. }
  92527. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92528. if (updateChildren) {
  92529. for (var index = 0; index < this.children.length; index++) {
  92530. this.children[index]._updateDifferenceMatrix();
  92531. }
  92532. }
  92533. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92534. };
  92535. /**
  92536. * Flag the bone as dirty (Forcing it to update everything)
  92537. */
  92538. Bone.prototype.markAsDirty = function () {
  92539. this._currentRenderId++;
  92540. this._childRenderId++;
  92541. this._skeleton._markAsDirty();
  92542. };
  92543. Bone.prototype._markAsDirtyAndCompose = function () {
  92544. this.markAsDirty();
  92545. this._needToCompose = true;
  92546. };
  92547. Bone.prototype._markAsDirtyAndDecompose = function () {
  92548. this.markAsDirty();
  92549. this._needToDecompose = true;
  92550. };
  92551. /**
  92552. * Copy an animation range from another bone
  92553. * @param source defines the source bone
  92554. * @param rangeName defines the range name to copy
  92555. * @param frameOffset defines the frame offset
  92556. * @param rescaleAsRequired defines if rescaling must be applied if required
  92557. * @param skelDimensionsRatio defines the scaling ratio
  92558. * @returns true if operation was successful
  92559. */
  92560. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92561. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92562. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92563. // all animation may be coming from a library skeleton, so may need to create animation
  92564. if (this.animations.length === 0) {
  92565. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92566. this.animations[0].setKeys([]);
  92567. }
  92568. // get animation info / verify there is such a range from the source bone
  92569. var sourceRange = source.animations[0].getRange(rangeName);
  92570. if (!sourceRange) {
  92571. return false;
  92572. }
  92573. var from = sourceRange.from;
  92574. var to = sourceRange.to;
  92575. var sourceKeys = source.animations[0].getKeys();
  92576. // rescaling prep
  92577. var sourceBoneLength = source.length;
  92578. var sourceParent = source.getParent();
  92579. var parent = this.getParent();
  92580. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92581. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92582. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92583. var destKeys = this.animations[0].getKeys();
  92584. // loop vars declaration
  92585. var orig;
  92586. var origTranslation;
  92587. var mat;
  92588. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92589. orig = sourceKeys[key];
  92590. if (orig.frame >= from && orig.frame <= to) {
  92591. if (rescaleAsRequired) {
  92592. mat = orig.value.clone();
  92593. // scale based on parent ratio, when bone has parent
  92594. if (parentScalingReqd) {
  92595. origTranslation = mat.getTranslation();
  92596. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92597. // scale based on skeleton dimension ratio when root bone, and value is passed
  92598. }
  92599. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92600. origTranslation = mat.getTranslation();
  92601. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92602. // use original when root bone, and no data for skelDimensionsRatio
  92603. }
  92604. else {
  92605. mat = orig.value;
  92606. }
  92607. }
  92608. else {
  92609. mat = orig.value;
  92610. }
  92611. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92612. }
  92613. }
  92614. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92615. return true;
  92616. };
  92617. /**
  92618. * Translate the bone in local or world space
  92619. * @param vec The amount to translate the bone
  92620. * @param space The space that the translation is in
  92621. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92622. */
  92623. Bone.prototype.translate = function (vec, space, mesh) {
  92624. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92625. var lm = this.getLocalMatrix();
  92626. if (space == BABYLON.Space.LOCAL) {
  92627. lm.addAtIndex(12, vec.x);
  92628. lm.addAtIndex(13, vec.y);
  92629. lm.addAtIndex(14, vec.z);
  92630. }
  92631. else {
  92632. var wm = null;
  92633. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92634. if (mesh) {
  92635. wm = mesh.getWorldMatrix();
  92636. }
  92637. this._skeleton.computeAbsoluteTransforms();
  92638. var tmat = Bone._tmpMats[0];
  92639. var tvec = Bone._tmpVecs[0];
  92640. if (this._parent) {
  92641. if (mesh && wm) {
  92642. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92643. tmat.multiplyToRef(wm, tmat);
  92644. }
  92645. else {
  92646. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92647. }
  92648. }
  92649. tmat.setTranslationFromFloats(0, 0, 0);
  92650. tmat.invert();
  92651. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92652. lm.addAtIndex(12, tvec.x);
  92653. lm.addAtIndex(13, tvec.y);
  92654. lm.addAtIndex(14, tvec.z);
  92655. }
  92656. this._markAsDirtyAndDecompose();
  92657. };
  92658. /**
  92659. * Set the postion of the bone in local or world space
  92660. * @param position The position to set the bone
  92661. * @param space The space that the position is in
  92662. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92663. */
  92664. Bone.prototype.setPosition = function (position, space, mesh) {
  92665. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92666. var lm = this.getLocalMatrix();
  92667. if (space == BABYLON.Space.LOCAL) {
  92668. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92669. }
  92670. else {
  92671. var wm = null;
  92672. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92673. if (mesh) {
  92674. wm = mesh.getWorldMatrix();
  92675. }
  92676. this._skeleton.computeAbsoluteTransforms();
  92677. var tmat = Bone._tmpMats[0];
  92678. var vec = Bone._tmpVecs[0];
  92679. if (this._parent) {
  92680. if (mesh && wm) {
  92681. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92682. tmat.multiplyToRef(wm, tmat);
  92683. }
  92684. else {
  92685. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92686. }
  92687. }
  92688. tmat.invert();
  92689. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92690. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92691. }
  92692. this._markAsDirtyAndDecompose();
  92693. };
  92694. /**
  92695. * Set the absolute position of the bone (world space)
  92696. * @param position The position to set the bone
  92697. * @param mesh The mesh that this bone is attached to
  92698. */
  92699. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92700. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92701. };
  92702. /**
  92703. * Scale the bone on the x, y and z axes (in local space)
  92704. * @param x The amount to scale the bone on the x axis
  92705. * @param y The amount to scale the bone on the y axis
  92706. * @param z The amount to scale the bone on the z axis
  92707. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92708. */
  92709. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92710. if (scaleChildren === void 0) { scaleChildren = false; }
  92711. var locMat = this.getLocalMatrix();
  92712. // Apply new scaling on top of current local matrix
  92713. var scaleMat = Bone._tmpMats[0];
  92714. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92715. scaleMat.multiplyToRef(locMat, locMat);
  92716. // Invert scaling matrix and apply the inverse to all children
  92717. scaleMat.invert();
  92718. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92719. var child = _a[_i];
  92720. var cm = child.getLocalMatrix();
  92721. cm.multiplyToRef(scaleMat, cm);
  92722. cm.multiplyAtIndex(12, x);
  92723. cm.multiplyAtIndex(13, y);
  92724. cm.multiplyAtIndex(14, z);
  92725. child._markAsDirtyAndDecompose();
  92726. }
  92727. this._markAsDirtyAndDecompose();
  92728. if (scaleChildren) {
  92729. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92730. var child = _c[_b];
  92731. child.scale(x, y, z, scaleChildren);
  92732. }
  92733. }
  92734. };
  92735. /**
  92736. * Set the bone scaling in local space
  92737. * @param scale defines the scaling vector
  92738. */
  92739. Bone.prototype.setScale = function (scale) {
  92740. this._decompose();
  92741. this._localScaling.copyFrom(scale);
  92742. this._markAsDirtyAndCompose();
  92743. };
  92744. /**
  92745. * Gets the current scaling in local space
  92746. * @returns the current scaling vector
  92747. */
  92748. Bone.prototype.getScale = function () {
  92749. this._decompose();
  92750. return this._localScaling;
  92751. };
  92752. /**
  92753. * Gets the current scaling in local space and stores it in a target vector
  92754. * @param result defines the target vector
  92755. */
  92756. Bone.prototype.getScaleToRef = function (result) {
  92757. this._decompose();
  92758. result.copyFrom(this._localScaling);
  92759. };
  92760. /**
  92761. * Set the yaw, pitch, and roll of the bone in local or world space
  92762. * @param yaw The rotation of the bone on the y axis
  92763. * @param pitch The rotation of the bone on the x axis
  92764. * @param roll The rotation of the bone on the z axis
  92765. * @param space The space that the axes of rotation are in
  92766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92767. */
  92768. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92769. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92770. if (space === BABYLON.Space.LOCAL) {
  92771. var quat = Bone._tmpQuat;
  92772. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92773. this.setRotationQuaternion(quat, space, mesh);
  92774. return;
  92775. }
  92776. var rotMatInv = Bone._tmpMats[0];
  92777. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92778. return;
  92779. }
  92780. var rotMat = Bone._tmpMats[1];
  92781. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92782. rotMatInv.multiplyToRef(rotMat, rotMat);
  92783. this._rotateWithMatrix(rotMat, space, mesh);
  92784. };
  92785. /**
  92786. * Add a rotation to the bone on an axis in local or world space
  92787. * @param axis The axis to rotate the bone on
  92788. * @param amount The amount to rotate the bone
  92789. * @param space The space that the axis is in
  92790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92791. */
  92792. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92793. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92794. var rmat = Bone._tmpMats[0];
  92795. rmat.setTranslationFromFloats(0, 0, 0);
  92796. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92797. this._rotateWithMatrix(rmat, space, mesh);
  92798. };
  92799. /**
  92800. * Set the rotation of the bone to a particular axis angle in local or world space
  92801. * @param axis The axis to rotate the bone on
  92802. * @param angle The angle that the bone should be rotated to
  92803. * @param space The space that the axis is in
  92804. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92805. */
  92806. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92807. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92808. if (space === BABYLON.Space.LOCAL) {
  92809. var quat = Bone._tmpQuat;
  92810. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92811. this.setRotationQuaternion(quat, space, mesh);
  92812. return;
  92813. }
  92814. var rotMatInv = Bone._tmpMats[0];
  92815. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92816. return;
  92817. }
  92818. var rotMat = Bone._tmpMats[1];
  92819. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92820. rotMatInv.multiplyToRef(rotMat, rotMat);
  92821. this._rotateWithMatrix(rotMat, space, mesh);
  92822. };
  92823. /**
  92824. * Set the euler rotation of the bone in local of world space
  92825. * @param rotation The euler rotation that the bone should be set to
  92826. * @param space The space that the rotation is in
  92827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92828. */
  92829. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92830. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92831. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92832. };
  92833. /**
  92834. * Set the quaternion rotation of the bone in local of world space
  92835. * @param quat The quaternion rotation that the bone should be set to
  92836. * @param space The space that the rotation is in
  92837. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92838. */
  92839. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92840. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92841. if (space === BABYLON.Space.LOCAL) {
  92842. this._decompose();
  92843. this._localRotation.copyFrom(quat);
  92844. this._markAsDirtyAndCompose();
  92845. return;
  92846. }
  92847. var rotMatInv = Bone._tmpMats[0];
  92848. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92849. return;
  92850. }
  92851. var rotMat = Bone._tmpMats[1];
  92852. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92853. rotMatInv.multiplyToRef(rotMat, rotMat);
  92854. this._rotateWithMatrix(rotMat, space, mesh);
  92855. };
  92856. /**
  92857. * Set the rotation matrix of the bone in local of world space
  92858. * @param rotMat The rotation matrix that the bone should be set to
  92859. * @param space The space that the rotation is in
  92860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92861. */
  92862. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92863. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92864. if (space === BABYLON.Space.LOCAL) {
  92865. var quat = Bone._tmpQuat;
  92866. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92867. this.setRotationQuaternion(quat, space, mesh);
  92868. return;
  92869. }
  92870. var rotMatInv = Bone._tmpMats[0];
  92871. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92872. return;
  92873. }
  92874. var rotMat2 = Bone._tmpMats[1];
  92875. rotMat2.copyFrom(rotMat);
  92876. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92877. this._rotateWithMatrix(rotMat2, space, mesh);
  92878. };
  92879. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92880. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92881. var lmat = this.getLocalMatrix();
  92882. var lx = lmat.m[12];
  92883. var ly = lmat.m[13];
  92884. var lz = lmat.m[14];
  92885. var parent = this.getParent();
  92886. var parentScale = Bone._tmpMats[3];
  92887. var parentScaleInv = Bone._tmpMats[4];
  92888. if (parent && space == BABYLON.Space.WORLD) {
  92889. if (mesh) {
  92890. parentScale.copyFrom(mesh.getWorldMatrix());
  92891. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92892. }
  92893. else {
  92894. parentScale.copyFrom(parent.getAbsoluteTransform());
  92895. }
  92896. parentScaleInv.copyFrom(parentScale);
  92897. parentScaleInv.invert();
  92898. lmat.multiplyToRef(parentScale, lmat);
  92899. lmat.multiplyToRef(rmat, lmat);
  92900. lmat.multiplyToRef(parentScaleInv, lmat);
  92901. }
  92902. else {
  92903. if (space == BABYLON.Space.WORLD && mesh) {
  92904. parentScale.copyFrom(mesh.getWorldMatrix());
  92905. parentScaleInv.copyFrom(parentScale);
  92906. parentScaleInv.invert();
  92907. lmat.multiplyToRef(parentScale, lmat);
  92908. lmat.multiplyToRef(rmat, lmat);
  92909. lmat.multiplyToRef(parentScaleInv, lmat);
  92910. }
  92911. else {
  92912. lmat.multiplyToRef(rmat, lmat);
  92913. }
  92914. }
  92915. lmat.setTranslationFromFloats(lx, ly, lz);
  92916. this.computeAbsoluteTransforms();
  92917. this._markAsDirtyAndDecompose();
  92918. };
  92919. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92920. var scaleMatrix = Bone._tmpMats[2];
  92921. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92922. if (mesh) {
  92923. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92924. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92925. }
  92926. rotMatInv.invert();
  92927. if (isNaN(rotMatInv.m[0])) {
  92928. // Matrix failed to invert.
  92929. // This can happen if scale is zero for example.
  92930. return false;
  92931. }
  92932. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92933. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92934. return true;
  92935. };
  92936. /**
  92937. * Get the position of the bone in local or world space
  92938. * @param space The space that the returned position is in
  92939. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92940. * @returns The position of the bone
  92941. */
  92942. Bone.prototype.getPosition = function (space, mesh) {
  92943. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92944. if (mesh === void 0) { mesh = null; }
  92945. var pos = BABYLON.Vector3.Zero();
  92946. this.getPositionToRef(space, mesh, pos);
  92947. return pos;
  92948. };
  92949. /**
  92950. * Copy the position of the bone to a vector3 in local or world space
  92951. * @param space The space that the returned position is in
  92952. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92953. * @param result The vector3 to copy the position to
  92954. */
  92955. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92956. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92957. if (space == BABYLON.Space.LOCAL) {
  92958. var lm = this.getLocalMatrix();
  92959. result.x = lm.m[12];
  92960. result.y = lm.m[13];
  92961. result.z = lm.m[14];
  92962. }
  92963. else {
  92964. var wm = null;
  92965. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92966. if (mesh) {
  92967. wm = mesh.getWorldMatrix();
  92968. }
  92969. this._skeleton.computeAbsoluteTransforms();
  92970. var tmat = Bone._tmpMats[0];
  92971. if (mesh && wm) {
  92972. tmat.copyFrom(this.getAbsoluteTransform());
  92973. tmat.multiplyToRef(wm, tmat);
  92974. }
  92975. else {
  92976. tmat = this.getAbsoluteTransform();
  92977. }
  92978. result.x = tmat.m[12];
  92979. result.y = tmat.m[13];
  92980. result.z = tmat.m[14];
  92981. }
  92982. };
  92983. /**
  92984. * Get the absolute position of the bone (world space)
  92985. * @param mesh The mesh that this bone is attached to
  92986. * @returns The absolute position of the bone
  92987. */
  92988. Bone.prototype.getAbsolutePosition = function (mesh) {
  92989. if (mesh === void 0) { mesh = null; }
  92990. var pos = BABYLON.Vector3.Zero();
  92991. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92992. return pos;
  92993. };
  92994. /**
  92995. * Copy the absolute position of the bone (world space) to the result param
  92996. * @param mesh The mesh that this bone is attached to
  92997. * @param result The vector3 to copy the absolute position to
  92998. */
  92999. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93000. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93001. };
  93002. /**
  93003. * Compute the absolute transforms of this bone and its children
  93004. */
  93005. Bone.prototype.computeAbsoluteTransforms = function () {
  93006. this._compose();
  93007. if (this._parent) {
  93008. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93009. }
  93010. else {
  93011. this._absoluteTransform.copyFrom(this._localMatrix);
  93012. var poseMatrix = this._skeleton.getPoseMatrix();
  93013. if (poseMatrix) {
  93014. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93015. }
  93016. }
  93017. var children = this.children;
  93018. var len = children.length;
  93019. for (var i = 0; i < len; i++) {
  93020. children[i].computeAbsoluteTransforms();
  93021. }
  93022. };
  93023. /**
  93024. * Get the world direction from an axis that is in the local space of the bone
  93025. * @param localAxis The local direction that is used to compute the world direction
  93026. * @param mesh The mesh that this bone is attached to
  93027. * @returns The world direction
  93028. */
  93029. Bone.prototype.getDirection = function (localAxis, mesh) {
  93030. if (mesh === void 0) { mesh = null; }
  93031. var result = BABYLON.Vector3.Zero();
  93032. this.getDirectionToRef(localAxis, mesh, result);
  93033. return result;
  93034. };
  93035. /**
  93036. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93037. * @param localAxis The local direction that is used to compute the world direction
  93038. * @param mesh The mesh that this bone is attached to
  93039. * @param result The vector3 that the world direction will be copied to
  93040. */
  93041. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93042. if (mesh === void 0) { mesh = null; }
  93043. var wm = null;
  93044. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93045. if (mesh) {
  93046. wm = mesh.getWorldMatrix();
  93047. }
  93048. this._skeleton.computeAbsoluteTransforms();
  93049. var mat = Bone._tmpMats[0];
  93050. mat.copyFrom(this.getAbsoluteTransform());
  93051. if (mesh && wm) {
  93052. mat.multiplyToRef(wm, mat);
  93053. }
  93054. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93055. result.normalize();
  93056. };
  93057. /**
  93058. * Get the euler rotation of the bone in local or world space
  93059. * @param space The space that the rotation should be in
  93060. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93061. * @returns The euler rotation
  93062. */
  93063. Bone.prototype.getRotation = function (space, mesh) {
  93064. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93065. if (mesh === void 0) { mesh = null; }
  93066. var result = BABYLON.Vector3.Zero();
  93067. this.getRotationToRef(space, mesh, result);
  93068. return result;
  93069. };
  93070. /**
  93071. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93072. * @param space The space that the rotation should be in
  93073. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93074. * @param result The vector3 that the rotation should be copied to
  93075. */
  93076. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93077. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93078. if (mesh === void 0) { mesh = null; }
  93079. var quat = Bone._tmpQuat;
  93080. this.getRotationQuaternionToRef(space, mesh, quat);
  93081. quat.toEulerAnglesToRef(result);
  93082. };
  93083. /**
  93084. * Get the quaternion rotation of the bone in either local or world space
  93085. * @param space The space that the rotation should be in
  93086. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93087. * @returns The quaternion rotation
  93088. */
  93089. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93090. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93091. if (mesh === void 0) { mesh = null; }
  93092. var result = BABYLON.Quaternion.Identity();
  93093. this.getRotationQuaternionToRef(space, mesh, result);
  93094. return result;
  93095. };
  93096. /**
  93097. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93098. * @param space The space that the rotation should be in
  93099. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93100. * @param result The quaternion that the rotation should be copied to
  93101. */
  93102. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93103. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93104. if (mesh === void 0) { mesh = null; }
  93105. if (space == BABYLON.Space.LOCAL) {
  93106. this._decompose();
  93107. result.copyFrom(this._localRotation);
  93108. }
  93109. else {
  93110. var mat = Bone._tmpMats[0];
  93111. var amat = this.getAbsoluteTransform();
  93112. if (mesh) {
  93113. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93114. }
  93115. else {
  93116. mat.copyFrom(amat);
  93117. }
  93118. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93119. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93120. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93121. mat.decompose(undefined, result, undefined);
  93122. }
  93123. };
  93124. /**
  93125. * Get the rotation matrix of the bone in local or world space
  93126. * @param space The space that the rotation should be in
  93127. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93128. * @returns The rotation matrix
  93129. */
  93130. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93131. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93132. var result = BABYLON.Matrix.Identity();
  93133. this.getRotationMatrixToRef(space, mesh, result);
  93134. return result;
  93135. };
  93136. /**
  93137. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93138. * @param space The space that the rotation should be in
  93139. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93140. * @param result The quaternion that the rotation should be copied to
  93141. */
  93142. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93143. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93144. if (space == BABYLON.Space.LOCAL) {
  93145. this.getLocalMatrix().getRotationMatrixToRef(result);
  93146. }
  93147. else {
  93148. var mat = Bone._tmpMats[0];
  93149. var amat = this.getAbsoluteTransform();
  93150. if (mesh) {
  93151. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93152. }
  93153. else {
  93154. mat.copyFrom(amat);
  93155. }
  93156. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93157. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93158. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93159. mat.getRotationMatrixToRef(result);
  93160. }
  93161. };
  93162. /**
  93163. * Get the world position of a point that is in the local space of the bone
  93164. * @param position The local position
  93165. * @param mesh The mesh that this bone is attached to
  93166. * @returns The world position
  93167. */
  93168. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93169. if (mesh === void 0) { mesh = null; }
  93170. var result = BABYLON.Vector3.Zero();
  93171. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93172. return result;
  93173. };
  93174. /**
  93175. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93176. * @param position The local position
  93177. * @param mesh The mesh that this bone is attached to
  93178. * @param result The vector3 that the world position should be copied to
  93179. */
  93180. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93181. if (mesh === void 0) { mesh = null; }
  93182. var wm = null;
  93183. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93184. if (mesh) {
  93185. wm = mesh.getWorldMatrix();
  93186. }
  93187. this._skeleton.computeAbsoluteTransforms();
  93188. var tmat = Bone._tmpMats[0];
  93189. if (mesh && wm) {
  93190. tmat.copyFrom(this.getAbsoluteTransform());
  93191. tmat.multiplyToRef(wm, tmat);
  93192. }
  93193. else {
  93194. tmat = this.getAbsoluteTransform();
  93195. }
  93196. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93197. };
  93198. /**
  93199. * Get the local position of a point that is in world space
  93200. * @param position The world position
  93201. * @param mesh The mesh that this bone is attached to
  93202. * @returns The local position
  93203. */
  93204. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93205. if (mesh === void 0) { mesh = null; }
  93206. var result = BABYLON.Vector3.Zero();
  93207. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93208. return result;
  93209. };
  93210. /**
  93211. * Get the local position of a point that is in world space and copy it to the result param
  93212. * @param position The world position
  93213. * @param mesh The mesh that this bone is attached to
  93214. * @param result The vector3 that the local position should be copied to
  93215. */
  93216. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93217. if (mesh === void 0) { mesh = null; }
  93218. var wm = null;
  93219. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93220. if (mesh) {
  93221. wm = mesh.getWorldMatrix();
  93222. }
  93223. this._skeleton.computeAbsoluteTransforms();
  93224. var tmat = Bone._tmpMats[0];
  93225. tmat.copyFrom(this.getAbsoluteTransform());
  93226. if (mesh && wm) {
  93227. tmat.multiplyToRef(wm, tmat);
  93228. }
  93229. tmat.invert();
  93230. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93231. };
  93232. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93233. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93234. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93235. return Bone;
  93236. }(BABYLON.Node));
  93237. BABYLON.Bone = Bone;
  93238. })(BABYLON || (BABYLON = {}));
  93239. //# sourceMappingURL=babylon.bone.js.map
  93240. var BABYLON;
  93241. (function (BABYLON) {
  93242. /**
  93243. * Class used to apply inverse kinematics to bones
  93244. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93245. */
  93246. var BoneIKController = /** @class */ (function () {
  93247. /**
  93248. * Creates a new BoneIKController
  93249. * @param mesh defines the mesh to control
  93250. * @param bone defines the bone to control
  93251. * @param options defines options to set up the controller
  93252. */
  93253. function BoneIKController(mesh, bone, options) {
  93254. /**
  93255. * Gets or sets the target position
  93256. */
  93257. this.targetPosition = BABYLON.Vector3.Zero();
  93258. /**
  93259. * Gets or sets the pole target position
  93260. */
  93261. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93262. /**
  93263. * Gets or sets the pole target local offset
  93264. */
  93265. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93266. /**
  93267. * Gets or sets the pole angle
  93268. */
  93269. this.poleAngle = 0;
  93270. /**
  93271. * 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)
  93272. */
  93273. this.slerpAmount = 1;
  93274. this._bone1Quat = BABYLON.Quaternion.Identity();
  93275. this._bone1Mat = BABYLON.Matrix.Identity();
  93276. this._bone2Ang = Math.PI;
  93277. this._maxAngle = Math.PI;
  93278. this._rightHandedSystem = false;
  93279. this._bendAxis = BABYLON.Vector3.Right();
  93280. this._slerping = false;
  93281. this._adjustRoll = 0;
  93282. this._bone2 = bone;
  93283. this._bone1 = bone.getParent();
  93284. if (!this._bone1) {
  93285. return;
  93286. }
  93287. this.mesh = mesh;
  93288. var bonePos = bone.getPosition();
  93289. if (bone.getAbsoluteTransform().determinant() > 0) {
  93290. this._rightHandedSystem = true;
  93291. this._bendAxis.x = 0;
  93292. this._bendAxis.y = 0;
  93293. this._bendAxis.z = -1;
  93294. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93295. this._adjustRoll = Math.PI * .5;
  93296. this._bendAxis.z = 1;
  93297. }
  93298. }
  93299. if (this._bone1.length) {
  93300. var boneScale1 = this._bone1.getScale();
  93301. var boneScale2 = this._bone2.getScale();
  93302. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93303. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93304. }
  93305. else if (this._bone1.children[0]) {
  93306. mesh.computeWorldMatrix(true);
  93307. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93308. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93309. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93310. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93311. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93312. }
  93313. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93314. this.maxAngle = Math.PI;
  93315. if (options) {
  93316. if (options.targetMesh) {
  93317. this.targetMesh = options.targetMesh;
  93318. this.targetMesh.computeWorldMatrix(true);
  93319. }
  93320. if (options.poleTargetMesh) {
  93321. this.poleTargetMesh = options.poleTargetMesh;
  93322. this.poleTargetMesh.computeWorldMatrix(true);
  93323. }
  93324. else if (options.poleTargetBone) {
  93325. this.poleTargetBone = options.poleTargetBone;
  93326. }
  93327. else if (this._bone1.getParent()) {
  93328. this.poleTargetBone = this._bone1.getParent();
  93329. }
  93330. if (options.poleTargetLocalOffset) {
  93331. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93332. }
  93333. if (options.poleAngle) {
  93334. this.poleAngle = options.poleAngle;
  93335. }
  93336. if (options.bendAxis) {
  93337. this._bendAxis.copyFrom(options.bendAxis);
  93338. }
  93339. if (options.maxAngle) {
  93340. this.maxAngle = options.maxAngle;
  93341. }
  93342. if (options.slerpAmount) {
  93343. this.slerpAmount = options.slerpAmount;
  93344. }
  93345. }
  93346. }
  93347. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93348. /**
  93349. * Gets or sets maximum allowed angle
  93350. */
  93351. get: function () {
  93352. return this._maxAngle;
  93353. },
  93354. set: function (value) {
  93355. this._setMaxAngle(value);
  93356. },
  93357. enumerable: true,
  93358. configurable: true
  93359. });
  93360. BoneIKController.prototype._setMaxAngle = function (ang) {
  93361. if (ang < 0) {
  93362. ang = 0;
  93363. }
  93364. if (ang > Math.PI || ang == undefined) {
  93365. ang = Math.PI;
  93366. }
  93367. this._maxAngle = ang;
  93368. var a = this._bone1Length;
  93369. var b = this._bone2Length;
  93370. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93371. };
  93372. /**
  93373. * Force the controller to update the bones
  93374. */
  93375. BoneIKController.prototype.update = function () {
  93376. var bone1 = this._bone1;
  93377. if (!bone1) {
  93378. return;
  93379. }
  93380. var target = this.targetPosition;
  93381. var poleTarget = this.poleTargetPosition;
  93382. var mat1 = BoneIKController._tmpMats[0];
  93383. var mat2 = BoneIKController._tmpMats[1];
  93384. if (this.targetMesh) {
  93385. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93386. }
  93387. if (this.poleTargetBone) {
  93388. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93389. }
  93390. else if (this.poleTargetMesh) {
  93391. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93392. }
  93393. var bonePos = BoneIKController._tmpVecs[0];
  93394. var zaxis = BoneIKController._tmpVecs[1];
  93395. var xaxis = BoneIKController._tmpVecs[2];
  93396. var yaxis = BoneIKController._tmpVecs[3];
  93397. var upAxis = BoneIKController._tmpVecs[4];
  93398. var _tmpQuat = BoneIKController._tmpQuat;
  93399. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93400. poleTarget.subtractToRef(bonePos, upAxis);
  93401. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93402. upAxis.y = 1;
  93403. }
  93404. else {
  93405. upAxis.normalize();
  93406. }
  93407. target.subtractToRef(bonePos, yaxis);
  93408. yaxis.normalize();
  93409. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93410. zaxis.normalize();
  93411. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93412. xaxis.normalize();
  93413. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93414. var a = this._bone1Length;
  93415. var b = this._bone2Length;
  93416. var c = BABYLON.Vector3.Distance(bonePos, target);
  93417. if (this._maxReach > 0) {
  93418. c = Math.min(this._maxReach, c);
  93419. }
  93420. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93421. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93422. if (acosa > 1) {
  93423. acosa = 1;
  93424. }
  93425. if (acosb > 1) {
  93426. acosb = 1;
  93427. }
  93428. if (acosa < -1) {
  93429. acosa = -1;
  93430. }
  93431. if (acosb < -1) {
  93432. acosb = -1;
  93433. }
  93434. var angA = Math.acos(acosa);
  93435. var angB = Math.acos(acosb);
  93436. var angC = -angA - angB;
  93437. if (this._rightHandedSystem) {
  93438. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93439. mat2.multiplyToRef(mat1, mat1);
  93440. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93441. mat2.multiplyToRef(mat1, mat1);
  93442. }
  93443. else {
  93444. var _tmpVec = BoneIKController._tmpVecs[5];
  93445. _tmpVec.copyFrom(this._bendAxis);
  93446. _tmpVec.x *= -1;
  93447. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93448. mat2.multiplyToRef(mat1, mat1);
  93449. }
  93450. if (this.poleAngle) {
  93451. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93452. mat1.multiplyToRef(mat2, mat1);
  93453. }
  93454. if (this._bone1) {
  93455. if (this.slerpAmount < 1) {
  93456. if (!this._slerping) {
  93457. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93458. }
  93459. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93460. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93461. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93462. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93463. this._slerping = true;
  93464. }
  93465. else {
  93466. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93467. this._bone1Mat.copyFrom(mat1);
  93468. this._slerping = false;
  93469. }
  93470. }
  93471. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93472. this._bone2Ang = angC;
  93473. };
  93474. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93475. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93476. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93477. return BoneIKController;
  93478. }());
  93479. BABYLON.BoneIKController = BoneIKController;
  93480. })(BABYLON || (BABYLON = {}));
  93481. //# sourceMappingURL=babylon.boneIKController.js.map
  93482. var BABYLON;
  93483. (function (BABYLON) {
  93484. /**
  93485. * Class used to make a bone look toward a point in space
  93486. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93487. */
  93488. var BoneLookController = /** @class */ (function () {
  93489. /**
  93490. * Create a BoneLookController
  93491. * @param mesh the mesh that the bone belongs to
  93492. * @param bone the bone that will be looking to the target
  93493. * @param target the target Vector3 to look at
  93494. * @param settings optional settings:
  93495. * * maxYaw: the maximum angle the bone will yaw to
  93496. * * minYaw: the minimum angle the bone will yaw to
  93497. * * maxPitch: the maximum angle the bone will pitch to
  93498. * * minPitch: the minimum angle the bone will yaw to
  93499. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93500. * * upAxis: the up axis of the coordinate system
  93501. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93502. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93503. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93504. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93505. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93506. * * adjustRoll: used to make an adjustment to the roll of the bone
  93507. **/
  93508. function BoneLookController(mesh, bone, target, options) {
  93509. /**
  93510. * The up axis of the coordinate system that is used when the bone is rotated
  93511. */
  93512. this.upAxis = BABYLON.Vector3.Up();
  93513. /**
  93514. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93515. */
  93516. this.upAxisSpace = BABYLON.Space.LOCAL;
  93517. /**
  93518. * Used to make an adjustment to the yaw of the bone
  93519. */
  93520. this.adjustYaw = 0;
  93521. /**
  93522. * Used to make an adjustment to the pitch of the bone
  93523. */
  93524. this.adjustPitch = 0;
  93525. /**
  93526. * Used to make an adjustment to the roll of the bone
  93527. */
  93528. this.adjustRoll = 0;
  93529. /**
  93530. * 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)
  93531. */
  93532. this.slerpAmount = 1;
  93533. this._boneQuat = BABYLON.Quaternion.Identity();
  93534. this._slerping = false;
  93535. this._firstFrameSkipped = false;
  93536. this._fowardAxis = BABYLON.Vector3.Forward();
  93537. this.mesh = mesh;
  93538. this.bone = bone;
  93539. this.target = target;
  93540. if (options) {
  93541. if (options.adjustYaw) {
  93542. this.adjustYaw = options.adjustYaw;
  93543. }
  93544. if (options.adjustPitch) {
  93545. this.adjustPitch = options.adjustPitch;
  93546. }
  93547. if (options.adjustRoll) {
  93548. this.adjustRoll = options.adjustRoll;
  93549. }
  93550. if (options.maxYaw != null) {
  93551. this.maxYaw = options.maxYaw;
  93552. }
  93553. else {
  93554. this.maxYaw = Math.PI;
  93555. }
  93556. if (options.minYaw != null) {
  93557. this.minYaw = options.minYaw;
  93558. }
  93559. else {
  93560. this.minYaw = -Math.PI;
  93561. }
  93562. if (options.maxPitch != null) {
  93563. this.maxPitch = options.maxPitch;
  93564. }
  93565. else {
  93566. this.maxPitch = Math.PI;
  93567. }
  93568. if (options.minPitch != null) {
  93569. this.minPitch = options.minPitch;
  93570. }
  93571. else {
  93572. this.minPitch = -Math.PI;
  93573. }
  93574. if (options.slerpAmount != null) {
  93575. this.slerpAmount = options.slerpAmount;
  93576. }
  93577. if (options.upAxis != null) {
  93578. this.upAxis = options.upAxis;
  93579. }
  93580. if (options.upAxisSpace != null) {
  93581. this.upAxisSpace = options.upAxisSpace;
  93582. }
  93583. if (options.yawAxis != null || options.pitchAxis != null) {
  93584. var newYawAxis = BABYLON.Axis.Y;
  93585. var newPitchAxis = BABYLON.Axis.X;
  93586. if (options.yawAxis != null) {
  93587. newYawAxis = options.yawAxis.clone();
  93588. newYawAxis.normalize();
  93589. }
  93590. if (options.pitchAxis != null) {
  93591. newPitchAxis = options.pitchAxis.clone();
  93592. newPitchAxis.normalize();
  93593. }
  93594. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93595. this._transformYawPitch = BABYLON.Matrix.Identity();
  93596. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93597. this._transformYawPitchInv = this._transformYawPitch.clone();
  93598. this._transformYawPitch.invert();
  93599. }
  93600. }
  93601. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93602. this.upAxisSpace = BABYLON.Space.LOCAL;
  93603. }
  93604. }
  93605. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93606. /**
  93607. * Gets or sets the minimum yaw angle that the bone can look to
  93608. */
  93609. get: function () {
  93610. return this._minYaw;
  93611. },
  93612. set: function (value) {
  93613. this._minYaw = value;
  93614. this._minYawSin = Math.sin(value);
  93615. this._minYawCos = Math.cos(value);
  93616. if (this._maxYaw != null) {
  93617. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93618. this._yawRange = this._maxYaw - this._minYaw;
  93619. }
  93620. },
  93621. enumerable: true,
  93622. configurable: true
  93623. });
  93624. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93625. /**
  93626. * Gets or sets the maximum yaw angle that the bone can look to
  93627. */
  93628. get: function () {
  93629. return this._maxYaw;
  93630. },
  93631. set: function (value) {
  93632. this._maxYaw = value;
  93633. this._maxYawSin = Math.sin(value);
  93634. this._maxYawCos = Math.cos(value);
  93635. if (this._minYaw != null) {
  93636. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93637. this._yawRange = this._maxYaw - this._minYaw;
  93638. }
  93639. },
  93640. enumerable: true,
  93641. configurable: true
  93642. });
  93643. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93644. /**
  93645. * Gets or sets the minimum pitch angle that the bone can look to
  93646. */
  93647. get: function () {
  93648. return this._minPitch;
  93649. },
  93650. set: function (value) {
  93651. this._minPitch = value;
  93652. this._minPitchTan = Math.tan(value);
  93653. },
  93654. enumerable: true,
  93655. configurable: true
  93656. });
  93657. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93658. /**
  93659. * Gets or sets the maximum pitch angle that the bone can look to
  93660. */
  93661. get: function () {
  93662. return this._maxPitch;
  93663. },
  93664. set: function (value) {
  93665. this._maxPitch = value;
  93666. this._maxPitchTan = Math.tan(value);
  93667. },
  93668. enumerable: true,
  93669. configurable: true
  93670. });
  93671. /**
  93672. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93673. */
  93674. BoneLookController.prototype.update = function () {
  93675. //skip the first frame when slerping so that the mesh rotation is correct
  93676. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93677. this._firstFrameSkipped = true;
  93678. return;
  93679. }
  93680. var bone = this.bone;
  93681. var bonePos = BoneLookController._tmpVecs[0];
  93682. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93683. var target = this.target;
  93684. var _tmpMat1 = BoneLookController._tmpMats[0];
  93685. var _tmpMat2 = BoneLookController._tmpMats[1];
  93686. var mesh = this.mesh;
  93687. var parentBone = bone.getParent();
  93688. var upAxis = BoneLookController._tmpVecs[1];
  93689. upAxis.copyFrom(this.upAxis);
  93690. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93691. if (this._transformYawPitch) {
  93692. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93693. }
  93694. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93695. }
  93696. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93697. mesh.getDirectionToRef(upAxis, upAxis);
  93698. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93699. upAxis.normalize();
  93700. }
  93701. }
  93702. var checkYaw = false;
  93703. var checkPitch = false;
  93704. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93705. checkYaw = true;
  93706. }
  93707. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93708. checkPitch = true;
  93709. }
  93710. if (checkYaw || checkPitch) {
  93711. var spaceMat = BoneLookController._tmpMats[2];
  93712. var spaceMatInv = BoneLookController._tmpMats[3];
  93713. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93714. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93715. }
  93716. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93717. spaceMat.copyFrom(mesh.getWorldMatrix());
  93718. }
  93719. else {
  93720. var forwardAxis = BoneLookController._tmpVecs[2];
  93721. forwardAxis.copyFrom(this._fowardAxis);
  93722. if (this._transformYawPitch) {
  93723. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93724. }
  93725. if (parentBone) {
  93726. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93727. }
  93728. else {
  93729. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93730. }
  93731. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93732. rightAxis.normalize();
  93733. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93734. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93735. }
  93736. spaceMat.invertToRef(spaceMatInv);
  93737. var xzlen = null;
  93738. if (checkPitch) {
  93739. var localTarget = BoneLookController._tmpVecs[3];
  93740. target.subtractToRef(bonePos, localTarget);
  93741. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93742. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93743. var pitch = Math.atan2(localTarget.y, xzlen);
  93744. var newPitch = pitch;
  93745. if (pitch > this._maxPitch) {
  93746. localTarget.y = this._maxPitchTan * xzlen;
  93747. newPitch = this._maxPitch;
  93748. }
  93749. else if (pitch < this._minPitch) {
  93750. localTarget.y = this._minPitchTan * xzlen;
  93751. newPitch = this._minPitch;
  93752. }
  93753. if (pitch != newPitch) {
  93754. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93755. localTarget.addInPlace(bonePos);
  93756. target = localTarget;
  93757. }
  93758. }
  93759. if (checkYaw) {
  93760. var localTarget = BoneLookController._tmpVecs[4];
  93761. target.subtractToRef(bonePos, localTarget);
  93762. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93763. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93764. var newYaw = yaw;
  93765. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93766. if (xzlen == null) {
  93767. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93768. }
  93769. if (this._yawRange > Math.PI) {
  93770. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93771. localTarget.z = this._maxYawCos * xzlen;
  93772. localTarget.x = this._maxYawSin * xzlen;
  93773. newYaw = this._maxYaw;
  93774. }
  93775. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93776. localTarget.z = this._minYawCos * xzlen;
  93777. localTarget.x = this._minYawSin * xzlen;
  93778. newYaw = this._minYaw;
  93779. }
  93780. }
  93781. else {
  93782. if (yaw > this._maxYaw) {
  93783. localTarget.z = this._maxYawCos * xzlen;
  93784. localTarget.x = this._maxYawSin * xzlen;
  93785. newYaw = this._maxYaw;
  93786. }
  93787. else if (yaw < this._minYaw) {
  93788. localTarget.z = this._minYawCos * xzlen;
  93789. localTarget.x = this._minYawSin * xzlen;
  93790. newYaw = this._minYaw;
  93791. }
  93792. }
  93793. }
  93794. if (this._slerping && this._yawRange > Math.PI) {
  93795. //are we going to be crossing into the min/max region?
  93796. var boneFwd = BoneLookController._tmpVecs[8];
  93797. boneFwd.copyFrom(BABYLON.Axis.Z);
  93798. if (this._transformYawPitch) {
  93799. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93800. }
  93801. var boneRotMat = BoneLookController._tmpMats[4];
  93802. this._boneQuat.toRotationMatrix(boneRotMat);
  93803. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93804. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93805. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93806. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93807. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93808. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93809. if (angBtwTar > angBtwMidYaw) {
  93810. if (xzlen == null) {
  93811. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93812. }
  93813. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93814. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93815. if (angBtwMin < angBtwMax) {
  93816. newYaw = boneYaw + Math.PI * .75;
  93817. localTarget.z = Math.cos(newYaw) * xzlen;
  93818. localTarget.x = Math.sin(newYaw) * xzlen;
  93819. }
  93820. else {
  93821. newYaw = boneYaw - Math.PI * .75;
  93822. localTarget.z = Math.cos(newYaw) * xzlen;
  93823. localTarget.x = Math.sin(newYaw) * xzlen;
  93824. }
  93825. }
  93826. }
  93827. if (yaw != newYaw) {
  93828. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93829. localTarget.addInPlace(bonePos);
  93830. target = localTarget;
  93831. }
  93832. }
  93833. }
  93834. var zaxis = BoneLookController._tmpVecs[5];
  93835. var xaxis = BoneLookController._tmpVecs[6];
  93836. var yaxis = BoneLookController._tmpVecs[7];
  93837. var _tmpQuat = BoneLookController._tmpQuat;
  93838. target.subtractToRef(bonePos, zaxis);
  93839. zaxis.normalize();
  93840. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93841. xaxis.normalize();
  93842. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93843. yaxis.normalize();
  93844. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93845. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93846. return;
  93847. }
  93848. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93849. return;
  93850. }
  93851. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93852. return;
  93853. }
  93854. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93855. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93856. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93857. }
  93858. if (this.slerpAmount < 1) {
  93859. if (!this._slerping) {
  93860. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93861. }
  93862. if (this._transformYawPitch) {
  93863. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93864. }
  93865. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93866. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93867. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93868. this._slerping = true;
  93869. }
  93870. else {
  93871. if (this._transformYawPitch) {
  93872. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93873. }
  93874. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93875. this._slerping = false;
  93876. }
  93877. };
  93878. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93879. var angDiff = ang2 - ang1;
  93880. angDiff %= Math.PI * 2;
  93881. if (angDiff > Math.PI) {
  93882. angDiff -= Math.PI * 2;
  93883. }
  93884. else if (angDiff < -Math.PI) {
  93885. angDiff += Math.PI * 2;
  93886. }
  93887. return angDiff;
  93888. };
  93889. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93890. ang1 %= (2 * Math.PI);
  93891. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93892. ang2 %= (2 * Math.PI);
  93893. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93894. var ab = 0;
  93895. if (ang1 < ang2) {
  93896. ab = ang2 - ang1;
  93897. }
  93898. else {
  93899. ab = ang1 - ang2;
  93900. }
  93901. if (ab > Math.PI) {
  93902. ab = Math.PI * 2 - ab;
  93903. }
  93904. return ab;
  93905. };
  93906. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93907. ang %= (2 * Math.PI);
  93908. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93909. ang1 %= (2 * Math.PI);
  93910. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93911. ang2 %= (2 * Math.PI);
  93912. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93913. if (ang1 < ang2) {
  93914. if (ang > ang1 && ang < ang2) {
  93915. return true;
  93916. }
  93917. }
  93918. else {
  93919. if (ang > ang2 && ang < ang1) {
  93920. return true;
  93921. }
  93922. }
  93923. return false;
  93924. };
  93925. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93926. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93927. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93928. return BoneLookController;
  93929. }());
  93930. BABYLON.BoneLookController = BoneLookController;
  93931. })(BABYLON || (BABYLON = {}));
  93932. //# sourceMappingURL=babylon.boneLookController.js.map
  93933. var BABYLON;
  93934. (function (BABYLON) {
  93935. /**
  93936. * Class used to handle skinning animations
  93937. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93938. */
  93939. var Skeleton = /** @class */ (function () {
  93940. /**
  93941. * Creates a new skeleton
  93942. * @param name defines the skeleton name
  93943. * @param id defines the skeleton Id
  93944. * @param scene defines the hosting scene
  93945. */
  93946. function Skeleton(
  93947. /** defines the skeleton name */
  93948. name,
  93949. /** defines the skeleton Id */
  93950. id, scene) {
  93951. this.name = name;
  93952. this.id = id;
  93953. /**
  93954. * Defines the list of child bones
  93955. */
  93956. this.bones = new Array();
  93957. /**
  93958. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93959. */
  93960. this.needInitialSkinMatrix = false;
  93961. /**
  93962. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  93963. */
  93964. this.overrideMesh = null;
  93965. this._isDirty = true;
  93966. this._meshesWithPoseMatrix = new Array();
  93967. this._identity = BABYLON.Matrix.Identity();
  93968. this._ranges = {};
  93969. this._lastAbsoluteTransformsUpdateId = -1;
  93970. this._canUseTextureForBones = false;
  93971. /** @hidden */
  93972. this._numBonesWithLinkedTransformNode = 0;
  93973. /**
  93974. * Specifies if the skeleton should be serialized
  93975. */
  93976. this.doNotSerialize = false;
  93977. /**
  93978. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93979. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93980. */
  93981. this.useTextureToStoreBoneMatrices = true;
  93982. this._animationPropertiesOverride = null;
  93983. // Events
  93984. /**
  93985. * An observable triggered before computing the skeleton's matrices
  93986. */
  93987. this.onBeforeComputeObservable = new BABYLON.Observable();
  93988. this.bones = [];
  93989. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93990. this._scene.skeletons.push(this);
  93991. //make sure it will recalculate the matrix next time prepare is called.
  93992. this._isDirty = true;
  93993. var engineCaps = this._scene.getEngine().getCaps();
  93994. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93995. }
  93996. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93997. /**
  93998. * Gets or sets the animation properties override
  93999. */
  94000. get: function () {
  94001. if (!this._animationPropertiesOverride) {
  94002. return this._scene.animationPropertiesOverride;
  94003. }
  94004. return this._animationPropertiesOverride;
  94005. },
  94006. set: function (value) {
  94007. this._animationPropertiesOverride = value;
  94008. },
  94009. enumerable: true,
  94010. configurable: true
  94011. });
  94012. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94013. /**
  94014. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94015. */
  94016. get: function () {
  94017. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94018. },
  94019. enumerable: true,
  94020. configurable: true
  94021. });
  94022. // Members
  94023. /**
  94024. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94025. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94026. * @returns a Float32Array containing matrices data
  94027. */
  94028. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94029. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94030. return mesh._bonesTransformMatrices;
  94031. }
  94032. if (!this._transformMatrices) {
  94033. this.prepare();
  94034. }
  94035. return this._transformMatrices;
  94036. };
  94037. /**
  94038. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94039. * @returns a raw texture containing the data
  94040. */
  94041. Skeleton.prototype.getTransformMatrixTexture = function () {
  94042. return this._transformMatrixTexture;
  94043. };
  94044. /**
  94045. * Gets the current hosting scene
  94046. * @returns a scene object
  94047. */
  94048. Skeleton.prototype.getScene = function () {
  94049. return this._scene;
  94050. };
  94051. // Methods
  94052. /**
  94053. * Gets a string representing the current skeleton data
  94054. * @param fullDetails defines a boolean indicating if we want a verbose version
  94055. * @returns a string representing the current skeleton data
  94056. */
  94057. Skeleton.prototype.toString = function (fullDetails) {
  94058. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94059. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94060. if (fullDetails) {
  94061. ret += ", Ranges: {";
  94062. var first = true;
  94063. for (var name_1 in this._ranges) {
  94064. if (first) {
  94065. ret += ", ";
  94066. first = false;
  94067. }
  94068. ret += name_1;
  94069. }
  94070. ret += "}";
  94071. }
  94072. return ret;
  94073. };
  94074. /**
  94075. * Get bone's index searching by name
  94076. * @param name defines bone's name to search for
  94077. * @return the indice of the bone. Returns -1 if not found
  94078. */
  94079. Skeleton.prototype.getBoneIndexByName = function (name) {
  94080. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94081. if (this.bones[boneIndex].name === name) {
  94082. return boneIndex;
  94083. }
  94084. }
  94085. return -1;
  94086. };
  94087. /**
  94088. * Creater a new animation range
  94089. * @param name defines the name of the range
  94090. * @param from defines the start key
  94091. * @param to defines the end key
  94092. */
  94093. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94094. // check name not already in use
  94095. if (!this._ranges[name]) {
  94096. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94097. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94098. if (this.bones[i].animations[0]) {
  94099. this.bones[i].animations[0].createRange(name, from, to);
  94100. }
  94101. }
  94102. }
  94103. };
  94104. /**
  94105. * Delete a specific animation range
  94106. * @param name defines the name of the range
  94107. * @param deleteFrames defines if frames must be removed as well
  94108. */
  94109. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94110. if (deleteFrames === void 0) { deleteFrames = true; }
  94111. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94112. if (this.bones[i].animations[0]) {
  94113. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94114. }
  94115. }
  94116. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94117. };
  94118. /**
  94119. * Gets a specific animation range
  94120. * @param name defines the name of the range to look for
  94121. * @returns the requested animation range or null if not found
  94122. */
  94123. Skeleton.prototype.getAnimationRange = function (name) {
  94124. return this._ranges[name];
  94125. };
  94126. /**
  94127. * Gets the list of all animation ranges defined on this skeleton
  94128. * @returns an array
  94129. */
  94130. Skeleton.prototype.getAnimationRanges = function () {
  94131. var animationRanges = [];
  94132. var name;
  94133. var i = 0;
  94134. for (name in this._ranges) {
  94135. animationRanges[i] = this._ranges[name];
  94136. i++;
  94137. }
  94138. return animationRanges;
  94139. };
  94140. /**
  94141. * Copy animation range from a source skeleton.
  94142. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94143. * @param source defines the source skeleton
  94144. * @param name defines the name of the range to copy
  94145. * @param rescaleAsRequired defines if rescaling must be applied if required
  94146. * @returns true if operation was successful
  94147. */
  94148. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94149. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94150. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94151. return false;
  94152. }
  94153. var ret = true;
  94154. var frameOffset = this._getHighestAnimationFrame() + 1;
  94155. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94156. var boneDict = {};
  94157. var sourceBones = source.bones;
  94158. var nBones;
  94159. var i;
  94160. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94161. boneDict[sourceBones[i].name] = sourceBones[i];
  94162. }
  94163. if (this.bones.length !== sourceBones.length) {
  94164. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94165. ret = false;
  94166. }
  94167. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94168. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94169. var boneName = this.bones[i].name;
  94170. var sourceBone = boneDict[boneName];
  94171. if (sourceBone) {
  94172. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94173. }
  94174. else {
  94175. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94176. ret = false;
  94177. }
  94178. }
  94179. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94180. var range = source.getAnimationRange(name);
  94181. if (range) {
  94182. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94183. }
  94184. return ret;
  94185. };
  94186. /**
  94187. * Forces the skeleton to go to rest pose
  94188. */
  94189. Skeleton.prototype.returnToRest = function () {
  94190. for (var index = 0; index < this.bones.length; index++) {
  94191. this.bones[index].returnToRest();
  94192. }
  94193. };
  94194. Skeleton.prototype._getHighestAnimationFrame = function () {
  94195. var ret = 0;
  94196. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94197. if (this.bones[i].animations[0]) {
  94198. var highest = this.bones[i].animations[0].getHighestFrame();
  94199. if (ret < highest) {
  94200. ret = highest;
  94201. }
  94202. }
  94203. }
  94204. return ret;
  94205. };
  94206. /**
  94207. * Begin a specific animation range
  94208. * @param name defines the name of the range to start
  94209. * @param loop defines if looping must be turned on (false by default)
  94210. * @param speedRatio defines the speed ratio to apply (1 by default)
  94211. * @param onAnimationEnd defines a callback which will be called when animation will end
  94212. * @returns a new animatable
  94213. */
  94214. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94215. var range = this.getAnimationRange(name);
  94216. if (!range) {
  94217. return null;
  94218. }
  94219. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94220. };
  94221. /** @hidden */
  94222. Skeleton.prototype._markAsDirty = function () {
  94223. this._isDirty = true;
  94224. };
  94225. /** @hidden */
  94226. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94227. this._meshesWithPoseMatrix.push(mesh);
  94228. };
  94229. /** @hidden */
  94230. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94231. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94232. if (index > -1) {
  94233. this._meshesWithPoseMatrix.splice(index, 1);
  94234. }
  94235. };
  94236. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94237. this.onBeforeComputeObservable.notifyObservers(this);
  94238. for (var index = 0; index < this.bones.length; index++) {
  94239. var bone = this.bones[index];
  94240. var parentBone = bone.getParent();
  94241. if (parentBone) {
  94242. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94243. }
  94244. else {
  94245. if (initialSkinMatrix) {
  94246. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94247. }
  94248. else {
  94249. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94250. }
  94251. }
  94252. if (bone._index !== -1) {
  94253. var mappedIndex = bone._index === null ? index : bone._index;
  94254. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94255. }
  94256. }
  94257. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94258. };
  94259. /**
  94260. * Build all resources required to render a skeleton
  94261. */
  94262. Skeleton.prototype.prepare = function () {
  94263. // Update the local matrix of bones with linked transform nodes.
  94264. if (this._numBonesWithLinkedTransformNode > 0) {
  94265. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94266. var bone_1 = _a[_i];
  94267. if (bone_1._linkedTransformNode) {
  94268. // Computing the world matrix also computes the local matrix.
  94269. bone_1._linkedTransformNode.computeWorldMatrix();
  94270. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94271. bone_1.markAsDirty();
  94272. }
  94273. }
  94274. }
  94275. if (!this._isDirty) {
  94276. return;
  94277. }
  94278. if (this.needInitialSkinMatrix) {
  94279. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94280. var mesh = this._meshesWithPoseMatrix[index];
  94281. var poseMatrix = mesh.getPoseMatrix();
  94282. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94283. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94284. }
  94285. if (this._synchronizedWithMesh !== mesh) {
  94286. this._synchronizedWithMesh = mesh;
  94287. // Prepare bones
  94288. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94289. var bone = this.bones[boneIndex];
  94290. if (!bone.getParent()) {
  94291. var matrix = bone.getBaseMatrix();
  94292. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94293. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94294. }
  94295. }
  94296. }
  94297. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94298. }
  94299. }
  94300. else {
  94301. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94302. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94303. if (this.isUsingTextureForMatrices) {
  94304. if (this._transformMatrixTexture) {
  94305. this._transformMatrixTexture.dispose();
  94306. }
  94307. 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);
  94308. }
  94309. }
  94310. this._computeTransformMatrices(this._transformMatrices, null);
  94311. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94312. this._transformMatrixTexture.update(this._transformMatrices);
  94313. }
  94314. }
  94315. this._isDirty = false;
  94316. this._scene._activeBones.addCount(this.bones.length, false);
  94317. };
  94318. /**
  94319. * Gets the list of animatables currently running for this skeleton
  94320. * @returns an array of animatables
  94321. */
  94322. Skeleton.prototype.getAnimatables = function () {
  94323. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94324. this._animatables = [];
  94325. for (var index = 0; index < this.bones.length; index++) {
  94326. this._animatables.push(this.bones[index]);
  94327. }
  94328. }
  94329. return this._animatables;
  94330. };
  94331. /**
  94332. * Clone the current skeleton
  94333. * @param name defines the name of the new skeleton
  94334. * @param id defines the id of the enw skeleton
  94335. * @returns the new skeleton
  94336. */
  94337. Skeleton.prototype.clone = function (name, id) {
  94338. var result = new Skeleton(name, id || name, this._scene);
  94339. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94340. for (var index = 0; index < this.bones.length; index++) {
  94341. var source = this.bones[index];
  94342. var parentBone = null;
  94343. var parent_1 = source.getParent();
  94344. if (parent_1) {
  94345. var parentIndex = this.bones.indexOf(parent_1);
  94346. parentBone = result.bones[parentIndex];
  94347. }
  94348. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94349. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94350. }
  94351. if (this._ranges) {
  94352. result._ranges = {};
  94353. for (var rangeName in this._ranges) {
  94354. var range = this._ranges[rangeName];
  94355. if (range) {
  94356. result._ranges[rangeName] = range.clone();
  94357. }
  94358. }
  94359. }
  94360. this._isDirty = true;
  94361. return result;
  94362. };
  94363. /**
  94364. * Enable animation blending for this skeleton
  94365. * @param blendingSpeed defines the blending speed to apply
  94366. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94367. */
  94368. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94369. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94370. this.bones.forEach(function (bone) {
  94371. bone.animations.forEach(function (animation) {
  94372. animation.enableBlending = true;
  94373. animation.blendingSpeed = blendingSpeed;
  94374. });
  94375. });
  94376. };
  94377. /**
  94378. * Releases all resources associated with the current skeleton
  94379. */
  94380. Skeleton.prototype.dispose = function () {
  94381. this._meshesWithPoseMatrix = [];
  94382. // Animations
  94383. this.getScene().stopAnimation(this);
  94384. // Remove from scene
  94385. this.getScene().removeSkeleton(this);
  94386. if (this._transformMatrixTexture) {
  94387. this._transformMatrixTexture.dispose();
  94388. this._transformMatrixTexture = null;
  94389. }
  94390. };
  94391. /**
  94392. * Serialize the skeleton in a JSON object
  94393. * @returns a JSON object
  94394. */
  94395. Skeleton.prototype.serialize = function () {
  94396. var serializationObject = {};
  94397. serializationObject.name = this.name;
  94398. serializationObject.id = this.id;
  94399. if (this.dimensionsAtRest) {
  94400. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94401. }
  94402. serializationObject.bones = [];
  94403. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94404. for (var index = 0; index < this.bones.length; index++) {
  94405. var bone = this.bones[index];
  94406. var parent_2 = bone.getParent();
  94407. var serializedBone = {
  94408. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94409. name: bone.name,
  94410. matrix: bone.getBaseMatrix().toArray(),
  94411. rest: bone.getRestPose().toArray()
  94412. };
  94413. serializationObject.bones.push(serializedBone);
  94414. if (bone.length) {
  94415. serializedBone.length = bone.length;
  94416. }
  94417. if (bone.metadata) {
  94418. serializedBone.metadata = bone.metadata;
  94419. }
  94420. if (bone.animations && bone.animations.length > 0) {
  94421. serializedBone.animation = bone.animations[0].serialize();
  94422. }
  94423. serializationObject.ranges = [];
  94424. for (var name in this._ranges) {
  94425. var source = this._ranges[name];
  94426. if (!source) {
  94427. continue;
  94428. }
  94429. var range = {};
  94430. range.name = name;
  94431. range.from = source.from;
  94432. range.to = source.to;
  94433. serializationObject.ranges.push(range);
  94434. }
  94435. }
  94436. return serializationObject;
  94437. };
  94438. /**
  94439. * Creates a new skeleton from serialized data
  94440. * @param parsedSkeleton defines the serialized data
  94441. * @param scene defines the hosting scene
  94442. * @returns a new skeleton
  94443. */
  94444. Skeleton.Parse = function (parsedSkeleton, scene) {
  94445. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94446. if (parsedSkeleton.dimensionsAtRest) {
  94447. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94448. }
  94449. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94450. var index;
  94451. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94452. var parsedBone = parsedSkeleton.bones[index];
  94453. var parentBone = null;
  94454. if (parsedBone.parentBoneIndex > -1) {
  94455. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94456. }
  94457. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94458. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94459. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94460. bone.id = parsedBone.id;
  94461. }
  94462. if (parsedBone.length) {
  94463. bone.length = parsedBone.length;
  94464. }
  94465. if (parsedBone.metadata) {
  94466. bone.metadata = parsedBone.metadata;
  94467. }
  94468. if (parsedBone.animation) {
  94469. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94470. }
  94471. }
  94472. // placed after bones, so createAnimationRange can cascade down
  94473. if (parsedSkeleton.ranges) {
  94474. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94475. var data = parsedSkeleton.ranges[index];
  94476. skeleton.createAnimationRange(data.name, data.from, data.to);
  94477. }
  94478. }
  94479. return skeleton;
  94480. };
  94481. /**
  94482. * Compute all node absolute transforms
  94483. * @param forceUpdate defines if computation must be done even if cache is up to date
  94484. */
  94485. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94486. if (forceUpdate === void 0) { forceUpdate = false; }
  94487. var renderId = this._scene.getRenderId();
  94488. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94489. this.bones[0].computeAbsoluteTransforms();
  94490. this._lastAbsoluteTransformsUpdateId = renderId;
  94491. }
  94492. };
  94493. /**
  94494. * Gets the root pose matrix
  94495. * @returns a matrix
  94496. */
  94497. Skeleton.prototype.getPoseMatrix = function () {
  94498. var poseMatrix = null;
  94499. if (this._meshesWithPoseMatrix.length > 0) {
  94500. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94501. }
  94502. return poseMatrix;
  94503. };
  94504. /**
  94505. * Sorts bones per internal index
  94506. */
  94507. Skeleton.prototype.sortBones = function () {
  94508. var bones = new Array();
  94509. var visited = new Array(this.bones.length);
  94510. for (var index = 0; index < this.bones.length; index++) {
  94511. this._sortBones(index, bones, visited);
  94512. }
  94513. this.bones = bones;
  94514. };
  94515. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94516. if (visited[index]) {
  94517. return;
  94518. }
  94519. visited[index] = true;
  94520. var bone = this.bones[index];
  94521. if (bone._index === undefined) {
  94522. bone._index = index;
  94523. }
  94524. var parentBone = bone.getParent();
  94525. if (parentBone) {
  94526. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94527. }
  94528. bones.push(bone);
  94529. };
  94530. return Skeleton;
  94531. }());
  94532. BABYLON.Skeleton = Skeleton;
  94533. })(BABYLON || (BABYLON = {}));
  94534. //# sourceMappingURL=babylon.skeleton.js.map
  94535. var BABYLON;
  94536. (function (BABYLON) {
  94537. /**
  94538. * This groups tools to convert HDR texture to native colors array.
  94539. */
  94540. var HDRTools = /** @class */ (function () {
  94541. function HDRTools() {
  94542. }
  94543. HDRTools.Ldexp = function (mantissa, exponent) {
  94544. if (exponent > 1023) {
  94545. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94546. }
  94547. if (exponent < -1074) {
  94548. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94549. }
  94550. return mantissa * Math.pow(2, exponent);
  94551. };
  94552. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94553. if (exponent > 0) { /*nonzero pixel*/
  94554. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94555. float32array[index + 0] = red * exponent;
  94556. float32array[index + 1] = green * exponent;
  94557. float32array[index + 2] = blue * exponent;
  94558. }
  94559. else {
  94560. float32array[index + 0] = 0;
  94561. float32array[index + 1] = 0;
  94562. float32array[index + 2] = 0;
  94563. }
  94564. };
  94565. HDRTools.readStringLine = function (uint8array, startIndex) {
  94566. var line = "";
  94567. var character = "";
  94568. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94569. character = String.fromCharCode(uint8array[i]);
  94570. if (character == "\n") {
  94571. break;
  94572. }
  94573. line += character;
  94574. }
  94575. return line;
  94576. };
  94577. /**
  94578. * Reads header information from an RGBE texture stored in a native array.
  94579. * More information on this format are available here:
  94580. * https://en.wikipedia.org/wiki/RGBE_image_format
  94581. *
  94582. * @param uint8array The binary file stored in native array.
  94583. * @return The header information.
  94584. */
  94585. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94586. var height = 0;
  94587. var width = 0;
  94588. var line = this.readStringLine(uint8array, 0);
  94589. if (line[0] != '#' || line[1] != '?') {
  94590. throw "Bad HDR Format.";
  94591. }
  94592. var endOfHeader = false;
  94593. var findFormat = false;
  94594. var lineIndex = 0;
  94595. do {
  94596. lineIndex += (line.length + 1);
  94597. line = this.readStringLine(uint8array, lineIndex);
  94598. if (line == "FORMAT=32-bit_rle_rgbe") {
  94599. findFormat = true;
  94600. }
  94601. else if (line.length == 0) {
  94602. endOfHeader = true;
  94603. }
  94604. } while (!endOfHeader);
  94605. if (!findFormat) {
  94606. throw "HDR Bad header format, unsupported FORMAT";
  94607. }
  94608. lineIndex += (line.length + 1);
  94609. line = this.readStringLine(uint8array, lineIndex);
  94610. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94611. var match = sizeRegexp.exec(line);
  94612. // TODO. Support +Y and -X if needed.
  94613. if (!match || match.length < 3) {
  94614. throw "HDR Bad header format, no size";
  94615. }
  94616. width = parseInt(match[2]);
  94617. height = parseInt(match[1]);
  94618. if (width < 8 || width > 0x7fff) {
  94619. throw "HDR Bad header format, unsupported size";
  94620. }
  94621. lineIndex += (line.length + 1);
  94622. return {
  94623. height: height,
  94624. width: width,
  94625. dataPosition: lineIndex
  94626. };
  94627. };
  94628. /**
  94629. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94630. * This RGBE texture needs to store the information as a panorama.
  94631. *
  94632. * More information on this format are available here:
  94633. * https://en.wikipedia.org/wiki/RGBE_image_format
  94634. *
  94635. * @param buffer The binary file stored in an array buffer.
  94636. * @param size The expected size of the extracted cubemap.
  94637. * @return The Cube Map information.
  94638. */
  94639. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94640. var uint8array = new Uint8Array(buffer);
  94641. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94642. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94643. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94644. return cubeMapData;
  94645. };
  94646. /**
  94647. * Returns the pixels data extracted from an RGBE texture.
  94648. * This pixels will be stored left to right up to down in the R G B order in one array.
  94649. *
  94650. * More information on this format are available here:
  94651. * https://en.wikipedia.org/wiki/RGBE_image_format
  94652. *
  94653. * @param uint8array The binary file stored in an array buffer.
  94654. * @param hdrInfo The header information of the file.
  94655. * @return The pixels data in RGB right to left up to down order.
  94656. */
  94657. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94658. // Keep for multi format supports.
  94659. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94660. };
  94661. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94662. var num_scanlines = hdrInfo.height;
  94663. var scanline_width = hdrInfo.width;
  94664. var a, b, c, d, count;
  94665. var dataIndex = hdrInfo.dataPosition;
  94666. var index = 0, endIndex = 0, i = 0;
  94667. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94668. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94669. // 3 channels of 4 bytes per pixel in float.
  94670. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94671. var resultArray = new Float32Array(resultBuffer);
  94672. // read in each successive scanline
  94673. while (num_scanlines > 0) {
  94674. a = uint8array[dataIndex++];
  94675. b = uint8array[dataIndex++];
  94676. c = uint8array[dataIndex++];
  94677. d = uint8array[dataIndex++];
  94678. if (a != 2 || b != 2 || (c & 0x80)) {
  94679. // this file is not run length encoded
  94680. throw "HDR Bad header format, not RLE";
  94681. }
  94682. if (((c << 8) | d) != scanline_width) {
  94683. throw "HDR Bad header format, wrong scan line width";
  94684. }
  94685. index = 0;
  94686. // read each of the four channels for the scanline into the buffer
  94687. for (i = 0; i < 4; i++) {
  94688. endIndex = (i + 1) * scanline_width;
  94689. while (index < endIndex) {
  94690. a = uint8array[dataIndex++];
  94691. b = uint8array[dataIndex++];
  94692. if (a > 128) {
  94693. // a run of the same value
  94694. count = a - 128;
  94695. if ((count == 0) || (count > endIndex - index)) {
  94696. throw "HDR Bad Format, bad scanline data (run)";
  94697. }
  94698. while (count-- > 0) {
  94699. scanLineArray[index++] = b;
  94700. }
  94701. }
  94702. else {
  94703. // a non-run
  94704. count = a;
  94705. if ((count == 0) || (count > endIndex - index)) {
  94706. throw "HDR Bad Format, bad scanline data (non-run)";
  94707. }
  94708. scanLineArray[index++] = b;
  94709. if (--count > 0) {
  94710. for (var j = 0; j < count; j++) {
  94711. scanLineArray[index++] = uint8array[dataIndex++];
  94712. }
  94713. }
  94714. }
  94715. }
  94716. }
  94717. // now convert data from buffer into floats
  94718. for (i = 0; i < scanline_width; i++) {
  94719. a = scanLineArray[i];
  94720. b = scanLineArray[i + scanline_width];
  94721. c = scanLineArray[i + 2 * scanline_width];
  94722. d = scanLineArray[i + 3 * scanline_width];
  94723. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94724. }
  94725. num_scanlines--;
  94726. }
  94727. return resultArray;
  94728. };
  94729. return HDRTools;
  94730. }());
  94731. BABYLON.HDRTools = HDRTools;
  94732. })(BABYLON || (BABYLON = {}));
  94733. //# sourceMappingURL=babylon.hdr.js.map
  94734. var BABYLON;
  94735. (function (BABYLON) {
  94736. /**
  94737. * This represents a texture coming from an HDR input.
  94738. *
  94739. * The only supported format is currently panorama picture stored in RGBE format.
  94740. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94741. */
  94742. var HDRCubeTexture = /** @class */ (function (_super) {
  94743. __extends(HDRCubeTexture, _super);
  94744. /**
  94745. * Instantiates an HDRTexture from the following parameters.
  94746. *
  94747. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94748. * @param scene The scene the texture will be used in
  94749. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94750. * @param noMipmap Forces to not generate the mipmap if true
  94751. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94752. * @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)
  94753. * @param reserved Reserved flag for internal use.
  94754. */
  94755. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94756. if (noMipmap === void 0) { noMipmap = false; }
  94757. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94758. if (gammaSpace === void 0) { gammaSpace = false; }
  94759. if (reserved === void 0) { reserved = false; }
  94760. if (onLoad === void 0) { onLoad = null; }
  94761. if (onError === void 0) { onError = null; }
  94762. var _this = _super.call(this, scene) || this;
  94763. _this._generateHarmonics = true;
  94764. _this._onLoad = null;
  94765. _this._onError = null;
  94766. /**
  94767. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94768. */
  94769. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94770. _this._isBlocking = true;
  94771. _this._rotationY = 0;
  94772. /**
  94773. * Gets or sets the center of the bounding box associated with the cube texture
  94774. * It must define where the camera used to render the texture was set
  94775. */
  94776. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94777. if (!url) {
  94778. return _this;
  94779. }
  94780. _this.name = url;
  94781. _this.url = url;
  94782. _this.hasAlpha = false;
  94783. _this.isCube = true;
  94784. _this._textureMatrix = BABYLON.Matrix.Identity();
  94785. _this._onLoad = onLoad;
  94786. _this._onError = onError;
  94787. _this.gammaSpace = gammaSpace;
  94788. _this._noMipmap = noMipmap;
  94789. _this._size = size;
  94790. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94791. if (!_this._texture) {
  94792. if (!scene.useDelayedTextureLoading) {
  94793. _this.loadTexture();
  94794. }
  94795. else {
  94796. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94797. }
  94798. }
  94799. return _this;
  94800. }
  94801. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94802. /**
  94803. * Gets wether or not the texture is blocking during loading.
  94804. */
  94805. get: function () {
  94806. return this._isBlocking;
  94807. },
  94808. /**
  94809. * Sets wether or not the texture is blocking during loading.
  94810. */
  94811. set: function (value) {
  94812. this._isBlocking = value;
  94813. },
  94814. enumerable: true,
  94815. configurable: true
  94816. });
  94817. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94818. /**
  94819. * Gets texture matrix rotation angle around Y axis radians.
  94820. */
  94821. get: function () {
  94822. return this._rotationY;
  94823. },
  94824. /**
  94825. * Sets texture matrix rotation angle around Y axis in radians.
  94826. */
  94827. set: function (value) {
  94828. this._rotationY = value;
  94829. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94830. },
  94831. enumerable: true,
  94832. configurable: true
  94833. });
  94834. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94835. get: function () {
  94836. return this._boundingBoxSize;
  94837. },
  94838. /**
  94839. * Gets or sets the size of the bounding box associated with the cube texture
  94840. * When defined, the cubemap will switch to local mode
  94841. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94842. * @example https://www.babylonjs-playground.com/#RNASML
  94843. */
  94844. set: function (value) {
  94845. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94846. return;
  94847. }
  94848. this._boundingBoxSize = value;
  94849. var scene = this.getScene();
  94850. if (scene) {
  94851. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94852. }
  94853. },
  94854. enumerable: true,
  94855. configurable: true
  94856. });
  94857. /**
  94858. * Get the current class name of the texture useful for serialization or dynamic coding.
  94859. * @returns "HDRCubeTexture"
  94860. */
  94861. HDRCubeTexture.prototype.getClassName = function () {
  94862. return "HDRCubeTexture";
  94863. };
  94864. /**
  94865. * Occurs when the file is raw .hdr file.
  94866. */
  94867. HDRCubeTexture.prototype.loadTexture = function () {
  94868. var _this = this;
  94869. var callback = function (buffer) {
  94870. _this.lodGenerationOffset = 0.0;
  94871. _this.lodGenerationScale = 0.8;
  94872. var scene = _this.getScene();
  94873. if (!scene) {
  94874. return null;
  94875. }
  94876. // Extract the raw linear data.
  94877. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94878. // Generate harmonics if needed.
  94879. if (_this._generateHarmonics) {
  94880. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94881. _this.sphericalPolynomial = sphericalPolynomial;
  94882. }
  94883. var results = [];
  94884. var byteArray = null;
  94885. // Push each faces.
  94886. for (var j = 0; j < 6; j++) {
  94887. // Create uintarray fallback.
  94888. if (!scene.getEngine().getCaps().textureFloat) {
  94889. // 3 channels of 1 bytes per pixel in bytes.
  94890. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94891. byteArray = new Uint8Array(byteBuffer);
  94892. }
  94893. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94894. // If special cases.
  94895. if (_this.gammaSpace || byteArray) {
  94896. for (var i = 0; i < _this._size * _this._size; i++) {
  94897. // Put in gamma space if requested.
  94898. if (_this.gammaSpace) {
  94899. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94900. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94901. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94902. }
  94903. // Convert to int texture for fallback.
  94904. if (byteArray) {
  94905. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94906. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94907. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94908. // May use luminance instead if the result is not accurate.
  94909. var max = Math.max(Math.max(r, g), b);
  94910. if (max > 255) {
  94911. var scale = 255 / max;
  94912. r *= scale;
  94913. g *= scale;
  94914. b *= scale;
  94915. }
  94916. byteArray[(i * 3) + 0] = r;
  94917. byteArray[(i * 3) + 1] = g;
  94918. byteArray[(i * 3) + 2] = b;
  94919. }
  94920. }
  94921. }
  94922. if (byteArray) {
  94923. results.push(byteArray);
  94924. }
  94925. else {
  94926. results.push(dataFace);
  94927. }
  94928. }
  94929. return results;
  94930. };
  94931. var scene = this.getScene();
  94932. if (scene) {
  94933. 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);
  94934. }
  94935. };
  94936. HDRCubeTexture.prototype.clone = function () {
  94937. var scene = this.getScene();
  94938. if (!scene) {
  94939. return this;
  94940. }
  94941. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94942. // Base texture
  94943. newTexture.level = this.level;
  94944. newTexture.wrapU = this.wrapU;
  94945. newTexture.wrapV = this.wrapV;
  94946. newTexture.coordinatesIndex = this.coordinatesIndex;
  94947. newTexture.coordinatesMode = this.coordinatesMode;
  94948. return newTexture;
  94949. };
  94950. // Methods
  94951. HDRCubeTexture.prototype.delayLoad = function () {
  94952. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94953. return;
  94954. }
  94955. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94956. this._texture = this._getFromCache(this.url, this._noMipmap);
  94957. if (!this._texture) {
  94958. this.loadTexture();
  94959. }
  94960. };
  94961. /**
  94962. * Get the texture reflection matrix used to rotate/transform the reflection.
  94963. * @returns the reflection matrix
  94964. */
  94965. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94966. return this._textureMatrix;
  94967. };
  94968. /**
  94969. * Set the texture reflection matrix used to rotate/transform the reflection.
  94970. * @param value Define the reflection matrix to set
  94971. */
  94972. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94973. var _this = this;
  94974. this._textureMatrix = value;
  94975. if (value.updateFlag === this._textureMatrix.updateFlag) {
  94976. return;
  94977. }
  94978. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  94979. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  94980. }
  94981. };
  94982. /**
  94983. * Parses a JSON representation of an HDR Texture in order to create the texture
  94984. * @param parsedTexture Define the JSON representation
  94985. * @param scene Define the scene the texture should be created in
  94986. * @param rootUrl Define the root url in case we need to load relative dependencies
  94987. * @returns the newly created texture after parsing
  94988. */
  94989. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94990. var texture = null;
  94991. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94992. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94993. texture.name = parsedTexture.name;
  94994. texture.hasAlpha = parsedTexture.hasAlpha;
  94995. texture.level = parsedTexture.level;
  94996. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94997. texture.isBlocking = parsedTexture.isBlocking;
  94998. }
  94999. if (texture) {
  95000. if (parsedTexture.boundingBoxPosition) {
  95001. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95002. }
  95003. if (parsedTexture.boundingBoxSize) {
  95004. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95005. }
  95006. if (parsedTexture.rotationY) {
  95007. texture.rotationY = parsedTexture.rotationY;
  95008. }
  95009. }
  95010. return texture;
  95011. };
  95012. HDRCubeTexture.prototype.serialize = function () {
  95013. if (!this.name) {
  95014. return null;
  95015. }
  95016. var serializationObject = {};
  95017. serializationObject.name = this.name;
  95018. serializationObject.hasAlpha = this.hasAlpha;
  95019. serializationObject.isCube = true;
  95020. serializationObject.level = this.level;
  95021. serializationObject.size = this._size;
  95022. serializationObject.coordinatesMode = this.coordinatesMode;
  95023. serializationObject.useInGammaSpace = this.gammaSpace;
  95024. serializationObject.generateHarmonics = this._generateHarmonics;
  95025. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95026. serializationObject.noMipmap = this._noMipmap;
  95027. serializationObject.isBlocking = this._isBlocking;
  95028. serializationObject.rotationY = this._rotationY;
  95029. return serializationObject;
  95030. };
  95031. HDRCubeTexture._facesMapping = [
  95032. "right",
  95033. "left",
  95034. "up",
  95035. "down",
  95036. "front",
  95037. "back"
  95038. ];
  95039. return HDRCubeTexture;
  95040. }(BABYLON.BaseTexture));
  95041. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95042. })(BABYLON || (BABYLON = {}));
  95043. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95044. var BABYLON;
  95045. (function (BABYLON) {
  95046. /**
  95047. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95048. */
  95049. var PanoramaToCubeMapTools = /** @class */ (function () {
  95050. function PanoramaToCubeMapTools() {
  95051. }
  95052. /**
  95053. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95054. *
  95055. * @param float32Array The source data.
  95056. * @param inputWidth The width of the input panorama.
  95057. * @param inputHeight The height of the input panorama.
  95058. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95059. * @return The cubemap data
  95060. */
  95061. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95062. if (!float32Array) {
  95063. throw "ConvertPanoramaToCubemap: input cannot be null";
  95064. }
  95065. if (float32Array.length != inputWidth * inputHeight * 3) {
  95066. throw "ConvertPanoramaToCubemap: input size is wrong";
  95067. }
  95068. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95069. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95070. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95071. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95072. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95073. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95074. return {
  95075. front: textureFront,
  95076. back: textureBack,
  95077. left: textureLeft,
  95078. right: textureRight,
  95079. up: textureUp,
  95080. down: textureDown,
  95081. size: size,
  95082. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95083. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95084. gammaSpace: false,
  95085. };
  95086. };
  95087. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95088. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95089. var textureArray = new Float32Array(buffer);
  95090. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95091. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95092. var dy = 1 / texSize;
  95093. var fy = 0;
  95094. for (var y = 0; y < texSize; y++) {
  95095. var xv1 = faceData[0];
  95096. var xv2 = faceData[2];
  95097. for (var x = 0; x < texSize; x++) {
  95098. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95099. v.normalize();
  95100. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95101. // 3 channels per pixels
  95102. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95103. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95104. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95105. xv1 = xv1.add(rotDX1);
  95106. xv2 = xv2.add(rotDX2);
  95107. }
  95108. fy += dy;
  95109. }
  95110. return textureArray;
  95111. };
  95112. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95113. var theta = Math.atan2(vDir.z, vDir.x);
  95114. var phi = Math.acos(vDir.y);
  95115. while (theta < -Math.PI) {
  95116. theta += 2 * Math.PI;
  95117. }
  95118. while (theta > Math.PI) {
  95119. theta -= 2 * Math.PI;
  95120. }
  95121. var dx = theta / Math.PI;
  95122. var dy = phi / Math.PI;
  95123. // recenter.
  95124. dx = dx * 0.5 + 0.5;
  95125. var px = Math.round(dx * inputWidth);
  95126. if (px < 0) {
  95127. px = 0;
  95128. }
  95129. else if (px >= inputWidth) {
  95130. px = inputWidth - 1;
  95131. }
  95132. var py = Math.round(dy * inputHeight);
  95133. if (py < 0) {
  95134. py = 0;
  95135. }
  95136. else if (py >= inputHeight) {
  95137. py = inputHeight - 1;
  95138. }
  95139. var inputY = (inputHeight - py - 1);
  95140. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95141. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95142. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95143. return {
  95144. r: r,
  95145. g: g,
  95146. b: b
  95147. };
  95148. };
  95149. PanoramaToCubeMapTools.FACE_FRONT = [
  95150. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95151. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95152. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95153. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95154. ];
  95155. PanoramaToCubeMapTools.FACE_BACK = [
  95156. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95157. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95158. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95159. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95160. ];
  95161. PanoramaToCubeMapTools.FACE_RIGHT = [
  95162. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95163. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95164. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95165. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95166. ];
  95167. PanoramaToCubeMapTools.FACE_LEFT = [
  95168. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95169. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95170. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95171. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95172. ];
  95173. PanoramaToCubeMapTools.FACE_DOWN = [
  95174. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95175. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95176. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95177. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95178. ];
  95179. PanoramaToCubeMapTools.FACE_UP = [
  95180. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95181. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95182. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95183. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95184. ];
  95185. return PanoramaToCubeMapTools;
  95186. }());
  95187. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95188. })(BABYLON || (BABYLON = {}));
  95189. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95190. var BABYLON;
  95191. (function (BABYLON) {
  95192. /**
  95193. * Vector2 wth index property
  95194. */
  95195. var IndexedVector2 = /** @class */ (function (_super) {
  95196. __extends(IndexedVector2, _super);
  95197. function IndexedVector2(original,
  95198. /** Index of the vector2 */
  95199. index) {
  95200. var _this = _super.call(this, original.x, original.y) || this;
  95201. _this.index = index;
  95202. return _this;
  95203. }
  95204. return IndexedVector2;
  95205. }(BABYLON.Vector2));
  95206. /**
  95207. * Defines points to create a polygon
  95208. */
  95209. var PolygonPoints = /** @class */ (function () {
  95210. function PolygonPoints() {
  95211. this.elements = new Array();
  95212. }
  95213. PolygonPoints.prototype.add = function (originalPoints) {
  95214. var _this = this;
  95215. var result = new Array();
  95216. originalPoints.forEach(function (point) {
  95217. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95218. var newPoint = new IndexedVector2(point, _this.elements.length);
  95219. result.push(newPoint);
  95220. _this.elements.push(newPoint);
  95221. }
  95222. });
  95223. return result;
  95224. };
  95225. PolygonPoints.prototype.computeBounds = function () {
  95226. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95227. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95228. this.elements.forEach(function (point) {
  95229. // x
  95230. if (point.x < lmin.x) {
  95231. lmin.x = point.x;
  95232. }
  95233. else if (point.x > lmax.x) {
  95234. lmax.x = point.x;
  95235. }
  95236. // y
  95237. if (point.y < lmin.y) {
  95238. lmin.y = point.y;
  95239. }
  95240. else if (point.y > lmax.y) {
  95241. lmax.y = point.y;
  95242. }
  95243. });
  95244. return {
  95245. min: lmin,
  95246. max: lmax,
  95247. width: lmax.x - lmin.x,
  95248. height: lmax.y - lmin.y
  95249. };
  95250. };
  95251. return PolygonPoints;
  95252. }());
  95253. /**
  95254. * Polygon
  95255. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95256. */
  95257. var Polygon = /** @class */ (function () {
  95258. function Polygon() {
  95259. }
  95260. /**
  95261. * Creates a rectangle
  95262. * @param xmin bottom X coord
  95263. * @param ymin bottom Y coord
  95264. * @param xmax top X coord
  95265. * @param ymax top Y coord
  95266. * @returns points that make the resulting rectation
  95267. */
  95268. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95269. return [
  95270. new BABYLON.Vector2(xmin, ymin),
  95271. new BABYLON.Vector2(xmax, ymin),
  95272. new BABYLON.Vector2(xmax, ymax),
  95273. new BABYLON.Vector2(xmin, ymax)
  95274. ];
  95275. };
  95276. /**
  95277. * Creates a circle
  95278. * @param radius radius of circle
  95279. * @param cx scale in x
  95280. * @param cy scale in y
  95281. * @param numberOfSides number of sides that make up the circle
  95282. * @returns points that make the resulting circle
  95283. */
  95284. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95285. if (cx === void 0) { cx = 0; }
  95286. if (cy === void 0) { cy = 0; }
  95287. if (numberOfSides === void 0) { numberOfSides = 32; }
  95288. var result = new Array();
  95289. var angle = 0;
  95290. var increment = (Math.PI * 2) / numberOfSides;
  95291. for (var i = 0; i < numberOfSides; i++) {
  95292. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95293. angle -= increment;
  95294. }
  95295. return result;
  95296. };
  95297. /**
  95298. * Creates a polygon from input string
  95299. * @param input Input polygon data
  95300. * @returns the parsed points
  95301. */
  95302. Polygon.Parse = function (input) {
  95303. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95304. var i, result = [];
  95305. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95306. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95307. }
  95308. return result;
  95309. };
  95310. /**
  95311. * Starts building a polygon from x and y coordinates
  95312. * @param x x coordinate
  95313. * @param y y coordinate
  95314. * @returns the started path2
  95315. */
  95316. Polygon.StartingAt = function (x, y) {
  95317. return BABYLON.Path2.StartingAt(x, y);
  95318. };
  95319. return Polygon;
  95320. }());
  95321. BABYLON.Polygon = Polygon;
  95322. /**
  95323. * Builds a polygon
  95324. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95325. */
  95326. var PolygonMeshBuilder = /** @class */ (function () {
  95327. /**
  95328. * Creates a PolygonMeshBuilder
  95329. * @param name name of the builder
  95330. * @param contours Path of the polygon
  95331. * @param scene scene to add to
  95332. */
  95333. function PolygonMeshBuilder(name, contours, scene) {
  95334. this._points = new PolygonPoints();
  95335. this._outlinepoints = new PolygonPoints();
  95336. this._holes = new Array();
  95337. this._epoints = new Array();
  95338. this._eholes = new Array();
  95339. this._name = name;
  95340. this._scene = scene;
  95341. var points;
  95342. if (contours instanceof BABYLON.Path2) {
  95343. points = contours.getPoints();
  95344. }
  95345. else {
  95346. points = contours;
  95347. }
  95348. this._addToepoint(points);
  95349. this._points.add(points);
  95350. this._outlinepoints.add(points);
  95351. if (typeof earcut === 'undefined') {
  95352. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95353. }
  95354. }
  95355. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95356. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95357. var p = points_1[_i];
  95358. this._epoints.push(p.x, p.y);
  95359. }
  95360. };
  95361. /**
  95362. * Adds a whole within the polygon
  95363. * @param hole Array of points defining the hole
  95364. * @returns this
  95365. */
  95366. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95367. this._points.add(hole);
  95368. var holepoints = new PolygonPoints();
  95369. holepoints.add(hole);
  95370. this._holes.push(holepoints);
  95371. this._eholes.push(this._epoints.length / 2);
  95372. this._addToepoint(hole);
  95373. return this;
  95374. };
  95375. /**
  95376. * Creates the polygon
  95377. * @param updatable If the mesh should be updatable
  95378. * @param depth The depth of the mesh created
  95379. * @returns the created mesh
  95380. */
  95381. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95382. var _this = this;
  95383. if (updatable === void 0) { updatable = false; }
  95384. if (depth === void 0) { depth = 0; }
  95385. var result = new BABYLON.Mesh(this._name, this._scene);
  95386. var normals = new Array();
  95387. var positions = new Array();
  95388. var uvs = new Array();
  95389. var bounds = this._points.computeBounds();
  95390. this._points.elements.forEach(function (p) {
  95391. normals.push(0, 1.0, 0);
  95392. positions.push(p.x, 0, p.y);
  95393. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95394. });
  95395. var indices = new Array();
  95396. var res = earcut(this._epoints, this._eholes, 2);
  95397. for (var i = 0; i < res.length; i++) {
  95398. indices.push(res[i]);
  95399. }
  95400. if (depth > 0) {
  95401. var positionscount = (positions.length / 3); //get the current pointcount
  95402. this._points.elements.forEach(function (p) {
  95403. normals.push(0, -1.0, 0);
  95404. positions.push(p.x, -depth, p.y);
  95405. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95406. });
  95407. var totalCount = indices.length;
  95408. for (var i = 0; i < totalCount; i += 3) {
  95409. var i0 = indices[i + 0];
  95410. var i1 = indices[i + 1];
  95411. var i2 = indices[i + 2];
  95412. indices.push(i2 + positionscount);
  95413. indices.push(i1 + positionscount);
  95414. indices.push(i0 + positionscount);
  95415. }
  95416. //Add the sides
  95417. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95418. this._holes.forEach(function (hole) {
  95419. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95420. });
  95421. }
  95422. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95423. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95424. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95425. result.setIndices(indices);
  95426. return result;
  95427. };
  95428. /**
  95429. * Adds a side to the polygon
  95430. * @param positions points that make the polygon
  95431. * @param normals normals of the polygon
  95432. * @param uvs uvs of the polygon
  95433. * @param indices indices of the polygon
  95434. * @param bounds bounds of the polygon
  95435. * @param points points of the polygon
  95436. * @param depth depth of the polygon
  95437. * @param flip flip of the polygon
  95438. */
  95439. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95440. var StartIndex = positions.length / 3;
  95441. var ulength = 0;
  95442. for (var i = 0; i < points.elements.length; i++) {
  95443. var p = points.elements[i];
  95444. var p1;
  95445. if ((i + 1) > points.elements.length - 1) {
  95446. p1 = points.elements[0];
  95447. }
  95448. else {
  95449. p1 = points.elements[i + 1];
  95450. }
  95451. positions.push(p.x, 0, p.y);
  95452. positions.push(p.x, -depth, p.y);
  95453. positions.push(p1.x, 0, p1.y);
  95454. positions.push(p1.x, -depth, p1.y);
  95455. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95456. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95457. var v3 = v2.subtract(v1);
  95458. var v4 = new BABYLON.Vector3(0, 1, 0);
  95459. var vn = BABYLON.Vector3.Cross(v3, v4);
  95460. vn = vn.normalize();
  95461. uvs.push(ulength / bounds.width, 0);
  95462. uvs.push(ulength / bounds.width, 1);
  95463. ulength += v3.length();
  95464. uvs.push((ulength / bounds.width), 0);
  95465. uvs.push((ulength / bounds.width), 1);
  95466. if (!flip) {
  95467. normals.push(-vn.x, -vn.y, -vn.z);
  95468. normals.push(-vn.x, -vn.y, -vn.z);
  95469. normals.push(-vn.x, -vn.y, -vn.z);
  95470. normals.push(-vn.x, -vn.y, -vn.z);
  95471. indices.push(StartIndex);
  95472. indices.push(StartIndex + 1);
  95473. indices.push(StartIndex + 2);
  95474. indices.push(StartIndex + 1);
  95475. indices.push(StartIndex + 3);
  95476. indices.push(StartIndex + 2);
  95477. }
  95478. else {
  95479. normals.push(vn.x, vn.y, vn.z);
  95480. normals.push(vn.x, vn.y, vn.z);
  95481. normals.push(vn.x, vn.y, vn.z);
  95482. normals.push(vn.x, vn.y, vn.z);
  95483. indices.push(StartIndex);
  95484. indices.push(StartIndex + 2);
  95485. indices.push(StartIndex + 1);
  95486. indices.push(StartIndex + 1);
  95487. indices.push(StartIndex + 2);
  95488. indices.push(StartIndex + 3);
  95489. }
  95490. StartIndex += 4;
  95491. }
  95492. };
  95493. return PolygonMeshBuilder;
  95494. }());
  95495. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95496. })(BABYLON || (BABYLON = {}));
  95497. //# sourceMappingURL=babylon.polygonMesh.js.map
  95498. var BABYLON;
  95499. (function (BABYLON) {
  95500. /**
  95501. * Unique ID when we import meshes from Babylon to CSG
  95502. */
  95503. var currentCSGMeshId = 0;
  95504. /**
  95505. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95506. * one to provide additional features like texture coordinates and vertex
  95507. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95508. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95509. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95510. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95511. * is not used anywhere else.
  95512. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95513. */
  95514. var Vertex = /** @class */ (function () {
  95515. /**
  95516. * Initializes the vertex
  95517. * @param pos The position of the vertex
  95518. * @param normal The normal of the vertex
  95519. * @param uv The texture coordinate of the vertex
  95520. */
  95521. function Vertex(
  95522. /**
  95523. * The position of the vertex
  95524. */
  95525. pos,
  95526. /**
  95527. * The normal of the vertex
  95528. */
  95529. normal,
  95530. /**
  95531. * The texture coordinate of the vertex
  95532. */
  95533. uv) {
  95534. this.pos = pos;
  95535. this.normal = normal;
  95536. this.uv = uv;
  95537. }
  95538. /**
  95539. * Make a clone, or deep copy, of the vertex
  95540. * @returns A new Vertex
  95541. */
  95542. Vertex.prototype.clone = function () {
  95543. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95544. };
  95545. /**
  95546. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95547. * orientation of a polygon is flipped.
  95548. */
  95549. Vertex.prototype.flip = function () {
  95550. this.normal = this.normal.scale(-1);
  95551. };
  95552. /**
  95553. * Create a new vertex between this vertex and `other` by linearly
  95554. * interpolating all properties using a parameter of `t`. Subclasses should
  95555. * override this to interpolate additional properties.
  95556. * @param other the vertex to interpolate against
  95557. * @param t The factor used to linearly interpolate between the vertices
  95558. */
  95559. Vertex.prototype.interpolate = function (other, t) {
  95560. 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));
  95561. };
  95562. return Vertex;
  95563. }());
  95564. /**
  95565. * Represents a plane in 3D space.
  95566. */
  95567. var Plane = /** @class */ (function () {
  95568. /**
  95569. * Initializes the plane
  95570. * @param normal The normal for the plane
  95571. * @param w
  95572. */
  95573. function Plane(normal, w) {
  95574. this.normal = normal;
  95575. this.w = w;
  95576. }
  95577. /**
  95578. * Construct a plane from three points
  95579. * @param a Point a
  95580. * @param b Point b
  95581. * @param c Point c
  95582. */
  95583. Plane.FromPoints = function (a, b, c) {
  95584. var v0 = c.subtract(a);
  95585. var v1 = b.subtract(a);
  95586. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95587. return null;
  95588. }
  95589. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95590. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95591. };
  95592. /**
  95593. * Clone, or make a deep copy of the plane
  95594. * @returns a new Plane
  95595. */
  95596. Plane.prototype.clone = function () {
  95597. return new Plane(this.normal.clone(), this.w);
  95598. };
  95599. /**
  95600. * Flip the face of the plane
  95601. */
  95602. Plane.prototype.flip = function () {
  95603. this.normal.scaleInPlace(-1);
  95604. this.w = -this.w;
  95605. };
  95606. /**
  95607. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95608. * fragments in the appropriate lists. Coplanar polygons go into either
  95609. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95610. * respect to this plane. Polygons in front or in back of this plane go into
  95611. * either `front` or `back`
  95612. * @param polygon The polygon to be split
  95613. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95614. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95615. * @param front Will contain the polygons in front of the plane
  95616. * @param back Will contain the polygons begind the plane
  95617. */
  95618. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95619. var COPLANAR = 0;
  95620. var FRONT = 1;
  95621. var BACK = 2;
  95622. var SPANNING = 3;
  95623. // Classify each point as well as the entire polygon into one of the above
  95624. // four classes.
  95625. var polygonType = 0;
  95626. var types = [];
  95627. var i;
  95628. var t;
  95629. for (i = 0; i < polygon.vertices.length; i++) {
  95630. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95631. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95632. polygonType |= type;
  95633. types.push(type);
  95634. }
  95635. // Put the polygon in the correct list, splitting it when necessary
  95636. switch (polygonType) {
  95637. case COPLANAR:
  95638. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95639. break;
  95640. case FRONT:
  95641. front.push(polygon);
  95642. break;
  95643. case BACK:
  95644. back.push(polygon);
  95645. break;
  95646. case SPANNING:
  95647. var f = [], b = [];
  95648. for (i = 0; i < polygon.vertices.length; i++) {
  95649. var j = (i + 1) % polygon.vertices.length;
  95650. var ti = types[i], tj = types[j];
  95651. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95652. if (ti !== BACK) {
  95653. f.push(vi);
  95654. }
  95655. if (ti !== FRONT) {
  95656. b.push(ti !== BACK ? vi.clone() : vi);
  95657. }
  95658. if ((ti | tj) === SPANNING) {
  95659. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95660. var v = vi.interpolate(vj, t);
  95661. f.push(v);
  95662. b.push(v.clone());
  95663. }
  95664. }
  95665. var poly;
  95666. if (f.length >= 3) {
  95667. poly = new Polygon(f, polygon.shared);
  95668. if (poly.plane) {
  95669. front.push(poly);
  95670. }
  95671. }
  95672. if (b.length >= 3) {
  95673. poly = new Polygon(b, polygon.shared);
  95674. if (poly.plane) {
  95675. back.push(poly);
  95676. }
  95677. }
  95678. break;
  95679. }
  95680. };
  95681. /**
  95682. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95683. * point is on the plane
  95684. */
  95685. Plane.EPSILON = 1e-5;
  95686. return Plane;
  95687. }());
  95688. /**
  95689. * Represents a convex polygon. The vertices used to initialize a polygon must
  95690. * be coplanar and form a convex loop.
  95691. *
  95692. * Each convex polygon has a `shared` property, which is shared between all
  95693. * polygons that are clones of each other or were split from the same polygon.
  95694. * This can be used to define per-polygon properties (such as surface color)
  95695. */
  95696. var Polygon = /** @class */ (function () {
  95697. /**
  95698. * Initializes the polygon
  95699. * @param vertices The vertices of the polygon
  95700. * @param shared The properties shared across all polygons
  95701. */
  95702. function Polygon(vertices, shared) {
  95703. this.vertices = vertices;
  95704. this.shared = shared;
  95705. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95706. }
  95707. /**
  95708. * Clones, or makes a deep copy, or the polygon
  95709. */
  95710. Polygon.prototype.clone = function () {
  95711. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95712. return new Polygon(vertices, this.shared);
  95713. };
  95714. /**
  95715. * Flips the faces of the polygon
  95716. */
  95717. Polygon.prototype.flip = function () {
  95718. this.vertices.reverse().map(function (v) { v.flip(); });
  95719. this.plane.flip();
  95720. };
  95721. return Polygon;
  95722. }());
  95723. /**
  95724. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95725. * by picking a polygon to split along. That polygon (and all other coplanar
  95726. * polygons) are added directly to that node and the other polygons are added to
  95727. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95728. * no distinction between internal and leaf nodes
  95729. */
  95730. var Node = /** @class */ (function () {
  95731. /**
  95732. * Initializes the node
  95733. * @param polygons A collection of polygons held in the node
  95734. */
  95735. function Node(polygons) {
  95736. this.plane = null;
  95737. this.front = null;
  95738. this.back = null;
  95739. this.polygons = new Array();
  95740. if (polygons) {
  95741. this.build(polygons);
  95742. }
  95743. }
  95744. /**
  95745. * Clones, or makes a deep copy, of the node
  95746. * @returns The cloned node
  95747. */
  95748. Node.prototype.clone = function () {
  95749. var node = new Node();
  95750. node.plane = this.plane && this.plane.clone();
  95751. node.front = this.front && this.front.clone();
  95752. node.back = this.back && this.back.clone();
  95753. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95754. return node;
  95755. };
  95756. /**
  95757. * Convert solid space to empty space and empty space to solid space
  95758. */
  95759. Node.prototype.invert = function () {
  95760. for (var i = 0; i < this.polygons.length; i++) {
  95761. this.polygons[i].flip();
  95762. }
  95763. if (this.plane) {
  95764. this.plane.flip();
  95765. }
  95766. if (this.front) {
  95767. this.front.invert();
  95768. }
  95769. if (this.back) {
  95770. this.back.invert();
  95771. }
  95772. var temp = this.front;
  95773. this.front = this.back;
  95774. this.back = temp;
  95775. };
  95776. /**
  95777. * Recursively remove all polygons in `polygons` that are inside this BSP
  95778. * tree.
  95779. * @param polygons Polygons to remove from the BSP
  95780. * @returns Polygons clipped from the BSP
  95781. */
  95782. Node.prototype.clipPolygons = function (polygons) {
  95783. if (!this.plane) {
  95784. return polygons.slice();
  95785. }
  95786. var front = new Array(), back = new Array();
  95787. for (var i = 0; i < polygons.length; i++) {
  95788. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95789. }
  95790. if (this.front) {
  95791. front = this.front.clipPolygons(front);
  95792. }
  95793. if (this.back) {
  95794. back = this.back.clipPolygons(back);
  95795. }
  95796. else {
  95797. back = [];
  95798. }
  95799. return front.concat(back);
  95800. };
  95801. /**
  95802. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95803. * `bsp`.
  95804. * @param bsp BSP containing polygons to remove from this BSP
  95805. */
  95806. Node.prototype.clipTo = function (bsp) {
  95807. this.polygons = bsp.clipPolygons(this.polygons);
  95808. if (this.front) {
  95809. this.front.clipTo(bsp);
  95810. }
  95811. if (this.back) {
  95812. this.back.clipTo(bsp);
  95813. }
  95814. };
  95815. /**
  95816. * Return a list of all polygons in this BSP tree
  95817. * @returns List of all polygons in this BSP tree
  95818. */
  95819. Node.prototype.allPolygons = function () {
  95820. var polygons = this.polygons.slice();
  95821. if (this.front) {
  95822. polygons = polygons.concat(this.front.allPolygons());
  95823. }
  95824. if (this.back) {
  95825. polygons = polygons.concat(this.back.allPolygons());
  95826. }
  95827. return polygons;
  95828. };
  95829. /**
  95830. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95831. * new polygons are filtered down to the bottom of the tree and become new
  95832. * nodes there. Each set of polygons is partitioned using the first polygon
  95833. * (no heuristic is used to pick a good split)
  95834. * @param polygons Polygons used to construct the BSP tree
  95835. */
  95836. Node.prototype.build = function (polygons) {
  95837. if (!polygons.length) {
  95838. return;
  95839. }
  95840. if (!this.plane) {
  95841. this.plane = polygons[0].plane.clone();
  95842. }
  95843. var front = new Array(), back = new Array();
  95844. for (var i = 0; i < polygons.length; i++) {
  95845. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95846. }
  95847. if (front.length) {
  95848. if (!this.front) {
  95849. this.front = new Node();
  95850. }
  95851. this.front.build(front);
  95852. }
  95853. if (back.length) {
  95854. if (!this.back) {
  95855. this.back = new Node();
  95856. }
  95857. this.back.build(back);
  95858. }
  95859. };
  95860. return Node;
  95861. }());
  95862. /**
  95863. * Class for building Constructive Solid Geometry
  95864. */
  95865. var CSG = /** @class */ (function () {
  95866. function CSG() {
  95867. this.polygons = new Array();
  95868. }
  95869. /**
  95870. * Convert the BABYLON.Mesh to BABYLON.CSG
  95871. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95872. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95873. */
  95874. CSG.FromMesh = function (mesh) {
  95875. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95876. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95877. if (mesh instanceof BABYLON.Mesh) {
  95878. mesh.computeWorldMatrix(true);
  95879. matrix = mesh.getWorldMatrix();
  95880. meshPosition = mesh.position.clone();
  95881. meshRotation = mesh.rotation.clone();
  95882. if (mesh.rotationQuaternion) {
  95883. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95884. }
  95885. meshScaling = mesh.scaling.clone();
  95886. }
  95887. else {
  95888. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95889. }
  95890. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95891. var subMeshes = mesh.subMeshes;
  95892. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95893. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95894. vertices = [];
  95895. for (var j = 0; j < 3; j++) {
  95896. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95897. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95898. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95899. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95900. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95901. vertex = new Vertex(position, normal, uv);
  95902. vertices.push(vertex);
  95903. }
  95904. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95905. // To handle the case of degenerated triangle
  95906. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95907. if (polygon.plane) {
  95908. polygons.push(polygon);
  95909. }
  95910. }
  95911. }
  95912. var csg = CSG.FromPolygons(polygons);
  95913. csg.matrix = matrix;
  95914. csg.position = meshPosition;
  95915. csg.rotation = meshRotation;
  95916. csg.scaling = meshScaling;
  95917. csg.rotationQuaternion = meshRotationQuaternion;
  95918. currentCSGMeshId++;
  95919. return csg;
  95920. };
  95921. /**
  95922. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95923. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95924. */
  95925. CSG.FromPolygons = function (polygons) {
  95926. var csg = new CSG();
  95927. csg.polygons = polygons;
  95928. return csg;
  95929. };
  95930. /**
  95931. * Clones, or makes a deep copy, of the BABYLON.CSG
  95932. * @returns A new BABYLON.CSG
  95933. */
  95934. CSG.prototype.clone = function () {
  95935. var csg = new CSG();
  95936. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95937. csg.copyTransformAttributes(this);
  95938. return csg;
  95939. };
  95940. /**
  95941. * Unions this CSG with another CSG
  95942. * @param csg The CSG to union against this CSG
  95943. * @returns The unioned CSG
  95944. */
  95945. CSG.prototype.union = function (csg) {
  95946. var a = new Node(this.clone().polygons);
  95947. var b = new Node(csg.clone().polygons);
  95948. a.clipTo(b);
  95949. b.clipTo(a);
  95950. b.invert();
  95951. b.clipTo(a);
  95952. b.invert();
  95953. a.build(b.allPolygons());
  95954. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95955. };
  95956. /**
  95957. * Unions this CSG with another CSG in place
  95958. * @param csg The CSG to union against this CSG
  95959. */
  95960. CSG.prototype.unionInPlace = function (csg) {
  95961. var a = new Node(this.polygons);
  95962. var b = new Node(csg.polygons);
  95963. a.clipTo(b);
  95964. b.clipTo(a);
  95965. b.invert();
  95966. b.clipTo(a);
  95967. b.invert();
  95968. a.build(b.allPolygons());
  95969. this.polygons = a.allPolygons();
  95970. };
  95971. /**
  95972. * Subtracts this CSG with another CSG
  95973. * @param csg The CSG to subtract against this CSG
  95974. * @returns A new BABYLON.CSG
  95975. */
  95976. CSG.prototype.subtract = function (csg) {
  95977. var a = new Node(this.clone().polygons);
  95978. var b = new Node(csg.clone().polygons);
  95979. a.invert();
  95980. a.clipTo(b);
  95981. b.clipTo(a);
  95982. b.invert();
  95983. b.clipTo(a);
  95984. b.invert();
  95985. a.build(b.allPolygons());
  95986. a.invert();
  95987. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95988. };
  95989. /**
  95990. * Subtracts this CSG with another CSG in place
  95991. * @param csg The CSG to subtact against this CSG
  95992. */
  95993. CSG.prototype.subtractInPlace = function (csg) {
  95994. var a = new Node(this.polygons);
  95995. var b = new Node(csg.polygons);
  95996. a.invert();
  95997. a.clipTo(b);
  95998. b.clipTo(a);
  95999. b.invert();
  96000. b.clipTo(a);
  96001. b.invert();
  96002. a.build(b.allPolygons());
  96003. a.invert();
  96004. this.polygons = a.allPolygons();
  96005. };
  96006. /**
  96007. * Intersect this CSG with another CSG
  96008. * @param csg The CSG to intersect against this CSG
  96009. * @returns A new BABYLON.CSG
  96010. */
  96011. CSG.prototype.intersect = function (csg) {
  96012. var a = new Node(this.clone().polygons);
  96013. var b = new Node(csg.clone().polygons);
  96014. a.invert();
  96015. b.clipTo(a);
  96016. b.invert();
  96017. a.clipTo(b);
  96018. b.clipTo(a);
  96019. a.build(b.allPolygons());
  96020. a.invert();
  96021. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96022. };
  96023. /**
  96024. * Intersects this CSG with another CSG in place
  96025. * @param csg The CSG to intersect against this CSG
  96026. */
  96027. CSG.prototype.intersectInPlace = function (csg) {
  96028. var a = new Node(this.polygons);
  96029. var b = new Node(csg.polygons);
  96030. a.invert();
  96031. b.clipTo(a);
  96032. b.invert();
  96033. a.clipTo(b);
  96034. b.clipTo(a);
  96035. a.build(b.allPolygons());
  96036. a.invert();
  96037. this.polygons = a.allPolygons();
  96038. };
  96039. /**
  96040. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96041. * not modified.
  96042. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96043. */
  96044. CSG.prototype.inverse = function () {
  96045. var csg = this.clone();
  96046. csg.inverseInPlace();
  96047. return csg;
  96048. };
  96049. /**
  96050. * Inverses the BABYLON.CSG in place
  96051. */
  96052. CSG.prototype.inverseInPlace = function () {
  96053. this.polygons.map(function (p) { p.flip(); });
  96054. };
  96055. /**
  96056. * This is used to keep meshes transformations so they can be restored
  96057. * when we build back a Babylon Mesh
  96058. * NB : All CSG operations are performed in world coordinates
  96059. * @param csg The BABYLON.CSG to copy the transform attributes from
  96060. * @returns This BABYLON.CSG
  96061. */
  96062. CSG.prototype.copyTransformAttributes = function (csg) {
  96063. this.matrix = csg.matrix;
  96064. this.position = csg.position;
  96065. this.rotation = csg.rotation;
  96066. this.scaling = csg.scaling;
  96067. this.rotationQuaternion = csg.rotationQuaternion;
  96068. return this;
  96069. };
  96070. /**
  96071. * Build Raw mesh from CSG
  96072. * Coordinates here are in world space
  96073. * @param name The name of the mesh geometry
  96074. * @param scene The BABYLON.Scene
  96075. * @param keepSubMeshes Specifies if the submeshes should be kept
  96076. * @returns A new BABYLON.Mesh
  96077. */
  96078. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96079. var matrix = this.matrix.clone();
  96080. matrix.invert();
  96081. 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;
  96082. if (keepSubMeshes) {
  96083. // Sort Polygons, since subMeshes are indices range
  96084. polygons.sort(function (a, b) {
  96085. if (a.shared.meshId === b.shared.meshId) {
  96086. return a.shared.subMeshId - b.shared.subMeshId;
  96087. }
  96088. else {
  96089. return a.shared.meshId - b.shared.meshId;
  96090. }
  96091. });
  96092. }
  96093. for (var i = 0, il = polygons.length; i < il; i++) {
  96094. polygon = polygons[i];
  96095. // Building SubMeshes
  96096. if (!subMesh_dict[polygon.shared.meshId]) {
  96097. subMesh_dict[polygon.shared.meshId] = {};
  96098. }
  96099. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96100. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96101. indexStart: +Infinity,
  96102. indexEnd: -Infinity,
  96103. materialIndex: polygon.shared.materialIndex
  96104. };
  96105. }
  96106. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96107. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96108. polygonIndices[0] = 0;
  96109. polygonIndices[1] = j - 1;
  96110. polygonIndices[2] = j;
  96111. for (var k = 0; k < 3; k++) {
  96112. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96113. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96114. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96115. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96116. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96117. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96118. // Check if 2 points can be merged
  96119. if (!(typeof vertex_idx !== 'undefined' &&
  96120. normals[vertex_idx * 3] === localNormal.x &&
  96121. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96122. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96123. uvs[vertex_idx * 2] === uv.x &&
  96124. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96125. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96126. uvs.push(uv.x, uv.y);
  96127. normals.push(normal.x, normal.y, normal.z);
  96128. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96129. }
  96130. indices.push(vertex_idx);
  96131. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96132. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96133. currentIndex++;
  96134. }
  96135. }
  96136. }
  96137. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96138. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96139. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96140. mesh.setIndices(indices, null);
  96141. if (keepSubMeshes) {
  96142. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96143. var materialIndexOffset = 0, materialMaxIndex;
  96144. mesh.subMeshes = new Array();
  96145. for (var m in subMesh_dict) {
  96146. materialMaxIndex = -1;
  96147. for (var sm in subMesh_dict[m]) {
  96148. subMesh_obj = subMesh_dict[m][sm];
  96149. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96150. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96151. }
  96152. materialIndexOffset += ++materialMaxIndex;
  96153. }
  96154. }
  96155. return mesh;
  96156. };
  96157. /**
  96158. * Build Mesh from CSG taking material and transforms into account
  96159. * @param name The name of the BABYLON.Mesh
  96160. * @param material The material of the BABYLON.Mesh
  96161. * @param scene The BABYLON.Scene
  96162. * @param keepSubMeshes Specifies if submeshes should be kept
  96163. * @returns The new BABYLON.Mesh
  96164. */
  96165. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96166. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96167. mesh.material = material;
  96168. mesh.position.copyFrom(this.position);
  96169. mesh.rotation.copyFrom(this.rotation);
  96170. if (this.rotationQuaternion) {
  96171. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96172. }
  96173. mesh.scaling.copyFrom(this.scaling);
  96174. mesh.computeWorldMatrix(true);
  96175. return mesh;
  96176. };
  96177. return CSG;
  96178. }());
  96179. BABYLON.CSG = CSG;
  96180. })(BABYLON || (BABYLON = {}));
  96181. //# sourceMappingURL=babylon.csg.js.map
  96182. var BABYLON;
  96183. (function (BABYLON) {
  96184. /**
  96185. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96186. * It controls one of the indiviual texture used in the effect.
  96187. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96188. */
  96189. var LensFlare = /** @class */ (function () {
  96190. /**
  96191. * Instantiates a new Lens Flare.
  96192. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96193. * It controls one of the indiviual texture used in the effect.
  96194. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96195. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96196. * @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.
  96197. * @param color Define the lens color
  96198. * @param imgUrl Define the lens texture url
  96199. * @param system Define the `lensFlareSystem` this flare is part of
  96200. */
  96201. function LensFlare(
  96202. /**
  96203. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96204. */
  96205. size,
  96206. /**
  96207. * 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.
  96208. */
  96209. position, color, imgUrl, system) {
  96210. this.size = size;
  96211. this.position = position;
  96212. /**
  96213. * Define the alpha mode to render this particular lens.
  96214. */
  96215. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96216. this.color = color || new BABYLON.Color3(1, 1, 1);
  96217. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96218. this._system = system;
  96219. system.lensFlares.push(this);
  96220. }
  96221. /**
  96222. * Creates a new Lens Flare.
  96223. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96224. * It controls one of the indiviual texture used in the effect.
  96225. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96226. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96227. * @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.
  96228. * @param color Define the lens color
  96229. * @param imgUrl Define the lens texture url
  96230. * @param system Define the `lensFlareSystem` this flare is part of
  96231. * @returns The newly created Lens Flare
  96232. */
  96233. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96234. return new LensFlare(size, position, color, imgUrl, system);
  96235. };
  96236. /**
  96237. * Dispose and release the lens flare with its associated resources.
  96238. */
  96239. LensFlare.prototype.dispose = function () {
  96240. if (this.texture) {
  96241. this.texture.dispose();
  96242. }
  96243. // Remove from scene
  96244. var index = this._system.lensFlares.indexOf(this);
  96245. this._system.lensFlares.splice(index, 1);
  96246. };
  96247. return LensFlare;
  96248. }());
  96249. BABYLON.LensFlare = LensFlare;
  96250. })(BABYLON || (BABYLON = {}));
  96251. //# sourceMappingURL=babylon.lensFlare.js.map
  96252. var BABYLON;
  96253. (function (BABYLON) {
  96254. // Adds the parser to the scene parsers.
  96255. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96256. // Lens flares
  96257. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96258. if (!container.lensFlareSystems) {
  96259. container.lensFlareSystems = new Array();
  96260. }
  96261. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96262. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96263. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96264. container.lensFlareSystems.push(lf);
  96265. }
  96266. }
  96267. });
  96268. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96269. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96270. if (this.lensFlareSystems[index].name === name) {
  96271. return this.lensFlareSystems[index];
  96272. }
  96273. }
  96274. return null;
  96275. };
  96276. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96277. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96278. if (this.lensFlareSystems[index].id === id) {
  96279. return this.lensFlareSystems[index];
  96280. }
  96281. }
  96282. return null;
  96283. };
  96284. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96285. var index = this.lensFlareSystems.indexOf(toRemove);
  96286. if (index !== -1) {
  96287. this.lensFlareSystems.splice(index, 1);
  96288. }
  96289. return index;
  96290. };
  96291. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96292. this.lensFlareSystems.push(newLensFlareSystem);
  96293. };
  96294. /**
  96295. * Defines the lens flare scene component responsible to manage any lens flares
  96296. * in a given scene.
  96297. */
  96298. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96299. /**
  96300. * Creates a new instance of the component for the given scene
  96301. * @param scene Defines the scene to register the component in
  96302. */
  96303. function LensFlareSystemSceneComponent(scene) {
  96304. /**
  96305. * The component name helpfull to identify the component in the list of scene components.
  96306. */
  96307. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96308. this.scene = scene;
  96309. scene.lensFlareSystems = new Array();
  96310. }
  96311. /**
  96312. * Registers the component in a given scene
  96313. */
  96314. LensFlareSystemSceneComponent.prototype.register = function () {
  96315. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96316. };
  96317. /**
  96318. * Rebuilds the elements related to this component in case of
  96319. * context lost for instance.
  96320. */
  96321. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96322. // Nothing to do for lens flare
  96323. };
  96324. /**
  96325. * Adds all the element from the container to the scene
  96326. * @param container the container holding the elements
  96327. */
  96328. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96329. var _this = this;
  96330. if (!container.lensFlareSystems) {
  96331. return;
  96332. }
  96333. container.lensFlareSystems.forEach(function (o) {
  96334. _this.scene.addLensFlareSystem(o);
  96335. });
  96336. };
  96337. /**
  96338. * Removes all the elements in the container from the scene
  96339. * @param container contains the elements to remove
  96340. */
  96341. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96342. var _this = this;
  96343. if (!container.lensFlareSystems) {
  96344. return;
  96345. }
  96346. container.lensFlareSystems.forEach(function (o) {
  96347. _this.scene.removeLensFlareSystem(o);
  96348. });
  96349. };
  96350. /**
  96351. * Serializes the component data to the specified json object
  96352. * @param serializationObject The object to serialize to
  96353. */
  96354. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96355. // Lens flares
  96356. serializationObject.lensFlareSystems = [];
  96357. var lensFlareSystems = this.scene.lensFlareSystems;
  96358. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96359. var lensFlareSystem = lensFlareSystems_1[_i];
  96360. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96361. }
  96362. };
  96363. /**
  96364. * Disposes the component and the associated ressources.
  96365. */
  96366. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96367. var lensFlareSystems = this.scene.lensFlareSystems;
  96368. while (lensFlareSystems.length) {
  96369. lensFlareSystems[0].dispose();
  96370. }
  96371. };
  96372. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96373. // Lens flares
  96374. if (this.scene.lensFlaresEnabled) {
  96375. var lensFlareSystems = this.scene.lensFlareSystems;
  96376. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96377. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96378. var lensFlareSystem = lensFlareSystems_2[_i];
  96379. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96380. lensFlareSystem.render();
  96381. }
  96382. }
  96383. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96384. }
  96385. };
  96386. return LensFlareSystemSceneComponent;
  96387. }());
  96388. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96389. })(BABYLON || (BABYLON = {}));
  96390. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96391. var BABYLON;
  96392. (function (BABYLON) {
  96393. /**
  96394. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96395. * It is usually composed of several `BABYLON.lensFlare`.
  96396. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96397. */
  96398. var LensFlareSystem = /** @class */ (function () {
  96399. /**
  96400. * Instantiates a lens flare system.
  96401. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96402. * It is usually composed of several `BABYLON.lensFlare`.
  96403. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96404. * @param name Define the name of the lens flare system in the scene
  96405. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96406. * @param scene Define the scene the lens flare system belongs to
  96407. */
  96408. function LensFlareSystem(
  96409. /**
  96410. * Define the name of the lens flare system
  96411. */
  96412. name, emitter, scene) {
  96413. this.name = name;
  96414. /**
  96415. * List of lens flares used in this system.
  96416. */
  96417. this.lensFlares = new Array();
  96418. /**
  96419. * Define a limit from the border the lens flare can be visible.
  96420. */
  96421. this.borderLimit = 300;
  96422. /**
  96423. * Define a viewport border we do not want to see the lens flare in.
  96424. */
  96425. this.viewportBorder = 0;
  96426. /**
  96427. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96428. */
  96429. this.layerMask = 0x0FFFFFFF;
  96430. this._vertexBuffers = {};
  96431. this._isEnabled = true;
  96432. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96433. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96434. if (!component) {
  96435. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96436. scene._addComponent(component);
  96437. }
  96438. this._emitter = emitter;
  96439. this.id = name;
  96440. scene.lensFlareSystems.push(this);
  96441. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96442. var engine = scene.getEngine();
  96443. // VBO
  96444. var vertices = [];
  96445. vertices.push(1, 1);
  96446. vertices.push(-1, 1);
  96447. vertices.push(-1, -1);
  96448. vertices.push(1, -1);
  96449. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96450. // Indices
  96451. var indices = [];
  96452. indices.push(0);
  96453. indices.push(1);
  96454. indices.push(2);
  96455. indices.push(0);
  96456. indices.push(2);
  96457. indices.push(3);
  96458. this._indexBuffer = engine.createIndexBuffer(indices);
  96459. // Effects
  96460. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96461. }
  96462. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96463. /**
  96464. * Define if the lens flare system is enabled.
  96465. */
  96466. get: function () {
  96467. return this._isEnabled;
  96468. },
  96469. set: function (value) {
  96470. this._isEnabled = value;
  96471. },
  96472. enumerable: true,
  96473. configurable: true
  96474. });
  96475. /**
  96476. * Get the scene the effects belongs to.
  96477. * @returns the scene holding the lens flare system
  96478. */
  96479. LensFlareSystem.prototype.getScene = function () {
  96480. return this._scene;
  96481. };
  96482. /**
  96483. * Get the emitter of the lens flare system.
  96484. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96485. * @returns the emitter of the lens flare system
  96486. */
  96487. LensFlareSystem.prototype.getEmitter = function () {
  96488. return this._emitter;
  96489. };
  96490. /**
  96491. * Set the emitter of the lens flare system.
  96492. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96493. * @param newEmitter Define the new emitter of the system
  96494. */
  96495. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96496. this._emitter = newEmitter;
  96497. };
  96498. /**
  96499. * Get the lens flare system emitter position.
  96500. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96501. * @returns the position
  96502. */
  96503. LensFlareSystem.prototype.getEmitterPosition = function () {
  96504. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96505. };
  96506. /**
  96507. * @hidden
  96508. */
  96509. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96510. var position = this.getEmitterPosition();
  96511. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96512. this._positionX = position.x;
  96513. this._positionY = position.y;
  96514. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96515. if (this.viewportBorder > 0) {
  96516. globalViewport.x -= this.viewportBorder;
  96517. globalViewport.y -= this.viewportBorder;
  96518. globalViewport.width += this.viewportBorder * 2;
  96519. globalViewport.height += this.viewportBorder * 2;
  96520. position.x += this.viewportBorder;
  96521. position.y += this.viewportBorder;
  96522. this._positionX += this.viewportBorder;
  96523. this._positionY += this.viewportBorder;
  96524. }
  96525. if (position.z > 0) {
  96526. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96527. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96528. return true;
  96529. }
  96530. }
  96531. return true;
  96532. }
  96533. return false;
  96534. };
  96535. /** @hidden */
  96536. LensFlareSystem.prototype._isVisible = function () {
  96537. if (!this._isEnabled || !this._scene.activeCamera) {
  96538. return false;
  96539. }
  96540. var emitterPosition = this.getEmitterPosition();
  96541. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96542. var distance = direction.length();
  96543. direction.normalize();
  96544. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96545. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96546. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96547. };
  96548. /**
  96549. * @hidden
  96550. */
  96551. LensFlareSystem.prototype.render = function () {
  96552. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96553. return false;
  96554. }
  96555. var engine = this._scene.getEngine();
  96556. var viewport = this._scene.activeCamera.viewport;
  96557. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96558. // Position
  96559. if (!this.computeEffectivePosition(globalViewport)) {
  96560. return false;
  96561. }
  96562. // Visibility
  96563. if (!this._isVisible()) {
  96564. return false;
  96565. }
  96566. // Intensity
  96567. var awayX;
  96568. var awayY;
  96569. if (this._positionX < this.borderLimit + globalViewport.x) {
  96570. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96571. }
  96572. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96573. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96574. }
  96575. else {
  96576. awayX = 0;
  96577. }
  96578. if (this._positionY < this.borderLimit + globalViewport.y) {
  96579. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96580. }
  96581. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96582. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96583. }
  96584. else {
  96585. awayY = 0;
  96586. }
  96587. var away = (awayX > awayY) ? awayX : awayY;
  96588. away -= this.viewportBorder;
  96589. if (away > this.borderLimit) {
  96590. away = this.borderLimit;
  96591. }
  96592. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96593. if (intensity < 0) {
  96594. return false;
  96595. }
  96596. if (intensity > 1.0) {
  96597. intensity = 1.0;
  96598. }
  96599. if (this.viewportBorder > 0) {
  96600. globalViewport.x += this.viewportBorder;
  96601. globalViewport.y += this.viewportBorder;
  96602. globalViewport.width -= this.viewportBorder * 2;
  96603. globalViewport.height -= this.viewportBorder * 2;
  96604. this._positionX -= this.viewportBorder;
  96605. this._positionY -= this.viewportBorder;
  96606. }
  96607. // Position
  96608. var centerX = globalViewport.x + globalViewport.width / 2;
  96609. var centerY = globalViewport.y + globalViewport.height / 2;
  96610. var distX = centerX - this._positionX;
  96611. var distY = centerY - this._positionY;
  96612. // Effects
  96613. engine.enableEffect(this._effect);
  96614. engine.setState(false);
  96615. engine.setDepthBuffer(false);
  96616. // VBOs
  96617. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96618. // Flares
  96619. for (var index = 0; index < this.lensFlares.length; index++) {
  96620. var flare = this.lensFlares[index];
  96621. engine.setAlphaMode(flare.alphaMode);
  96622. var x = centerX - (distX * flare.position);
  96623. var y = centerY - (distY * flare.position);
  96624. var cw = flare.size;
  96625. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96626. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96627. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96628. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96629. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96630. // Texture
  96631. this._effect.setTexture("textureSampler", flare.texture);
  96632. // Color
  96633. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96634. // Draw order
  96635. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96636. }
  96637. engine.setDepthBuffer(true);
  96638. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96639. return true;
  96640. };
  96641. /**
  96642. * Dispose and release the lens flare with its associated resources.
  96643. */
  96644. LensFlareSystem.prototype.dispose = function () {
  96645. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96646. if (vertexBuffer) {
  96647. vertexBuffer.dispose();
  96648. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96649. }
  96650. if (this._indexBuffer) {
  96651. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96652. this._indexBuffer = null;
  96653. }
  96654. while (this.lensFlares.length) {
  96655. this.lensFlares[0].dispose();
  96656. }
  96657. // Remove from scene
  96658. var index = this._scene.lensFlareSystems.indexOf(this);
  96659. this._scene.lensFlareSystems.splice(index, 1);
  96660. };
  96661. /**
  96662. * Parse a lens flare system from a JSON repressentation
  96663. * @param parsedLensFlareSystem Define the JSON to parse
  96664. * @param scene Define the scene the parsed system should be instantiated in
  96665. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96666. * @returns the parsed system
  96667. */
  96668. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96669. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96670. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96671. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96672. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96673. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96674. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96675. var parsedFlare = parsedLensFlareSystem.flares[index];
  96676. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96677. }
  96678. return lensFlareSystem;
  96679. };
  96680. /**
  96681. * Serialize the current Lens Flare System into a JSON representation.
  96682. * @returns the serialized JSON
  96683. */
  96684. LensFlareSystem.prototype.serialize = function () {
  96685. var serializationObject = {};
  96686. serializationObject.id = this.id;
  96687. serializationObject.name = this.name;
  96688. serializationObject.emitterId = this.getEmitter().id;
  96689. serializationObject.borderLimit = this.borderLimit;
  96690. serializationObject.flares = [];
  96691. for (var index = 0; index < this.lensFlares.length; index++) {
  96692. var flare = this.lensFlares[index];
  96693. serializationObject.flares.push({
  96694. size: flare.size,
  96695. position: flare.position,
  96696. color: flare.color.asArray(),
  96697. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96698. });
  96699. }
  96700. return serializationObject;
  96701. };
  96702. return LensFlareSystem;
  96703. }());
  96704. BABYLON.LensFlareSystem = LensFlareSystem;
  96705. })(BABYLON || (BABYLON = {}));
  96706. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96707. var BABYLON;
  96708. (function (BABYLON) {
  96709. /**
  96710. * This is a holder class for the physics joint created by the physics plugin
  96711. * It holds a set of functions to control the underlying joint
  96712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96713. */
  96714. var PhysicsJoint = /** @class */ (function () {
  96715. /**
  96716. * Initializes the physics joint
  96717. * @param type The type of the physics joint
  96718. * @param jointData The data for the physics joint
  96719. */
  96720. function PhysicsJoint(
  96721. /**
  96722. * The type of the physics joint
  96723. */
  96724. type,
  96725. /**
  96726. * The data for the physics joint
  96727. */
  96728. jointData) {
  96729. this.type = type;
  96730. this.jointData = jointData;
  96731. jointData.nativeParams = jointData.nativeParams || {};
  96732. }
  96733. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96734. /**
  96735. * Gets the physics joint
  96736. */
  96737. get: function () {
  96738. return this._physicsJoint;
  96739. },
  96740. /**
  96741. * Sets the physics joint
  96742. */
  96743. set: function (newJoint) {
  96744. if (this._physicsJoint) {
  96745. //remove from the wolrd
  96746. }
  96747. this._physicsJoint = newJoint;
  96748. },
  96749. enumerable: true,
  96750. configurable: true
  96751. });
  96752. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96753. /**
  96754. * Sets the physics plugin
  96755. */
  96756. set: function (physicsPlugin) {
  96757. this._physicsPlugin = physicsPlugin;
  96758. },
  96759. enumerable: true,
  96760. configurable: true
  96761. });
  96762. /**
  96763. * Execute a function that is physics-plugin specific.
  96764. * @param {Function} func the function that will be executed.
  96765. * It accepts two parameters: the physics world and the physics joint
  96766. */
  96767. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96768. func(this._physicsPlugin.world, this._physicsJoint);
  96769. };
  96770. //TODO check if the native joints are the same
  96771. //Joint Types
  96772. /**
  96773. * Distance-Joint type
  96774. */
  96775. PhysicsJoint.DistanceJoint = 0;
  96776. /**
  96777. * Hinge-Joint type
  96778. */
  96779. PhysicsJoint.HingeJoint = 1;
  96780. /**
  96781. * Ball-and-Socket joint type
  96782. */
  96783. PhysicsJoint.BallAndSocketJoint = 2;
  96784. /**
  96785. * Wheel-Joint type
  96786. */
  96787. PhysicsJoint.WheelJoint = 3;
  96788. /**
  96789. * Slider-Joint type
  96790. */
  96791. PhysicsJoint.SliderJoint = 4;
  96792. //OIMO
  96793. /**
  96794. * Prismatic-Joint type
  96795. */
  96796. PhysicsJoint.PrismaticJoint = 5;
  96797. //
  96798. /**
  96799. * Universal-Joint type
  96800. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96801. */
  96802. PhysicsJoint.UniversalJoint = 6;
  96803. /**
  96804. * Hinge-Joint 2 type
  96805. */
  96806. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96807. //Cannon
  96808. /**
  96809. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96810. */
  96811. PhysicsJoint.PointToPointJoint = 8;
  96812. //Cannon only at the moment
  96813. /**
  96814. * Spring-Joint type
  96815. */
  96816. PhysicsJoint.SpringJoint = 9;
  96817. /**
  96818. * Lock-Joint type
  96819. */
  96820. PhysicsJoint.LockJoint = 10;
  96821. return PhysicsJoint;
  96822. }());
  96823. BABYLON.PhysicsJoint = PhysicsJoint;
  96824. /**
  96825. * A class representing a physics distance joint
  96826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96827. */
  96828. var DistanceJoint = /** @class */ (function (_super) {
  96829. __extends(DistanceJoint, _super);
  96830. /**
  96831. *
  96832. * @param jointData The data for the Distance-Joint
  96833. */
  96834. function DistanceJoint(jointData) {
  96835. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96836. }
  96837. /**
  96838. * Update the predefined distance.
  96839. * @param maxDistance The maximum preferred distance
  96840. * @param minDistance The minimum preferred distance
  96841. */
  96842. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96843. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96844. };
  96845. return DistanceJoint;
  96846. }(PhysicsJoint));
  96847. BABYLON.DistanceJoint = DistanceJoint;
  96848. /**
  96849. * Represents a Motor-Enabled Joint
  96850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96851. */
  96852. var MotorEnabledJoint = /** @class */ (function (_super) {
  96853. __extends(MotorEnabledJoint, _super);
  96854. /**
  96855. * Initializes the Motor-Enabled Joint
  96856. * @param type The type of the joint
  96857. * @param jointData The physica joint data for the joint
  96858. */
  96859. function MotorEnabledJoint(type, jointData) {
  96860. return _super.call(this, type, jointData) || this;
  96861. }
  96862. /**
  96863. * Set the motor values.
  96864. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96865. * @param force the force to apply
  96866. * @param maxForce max force for this motor.
  96867. */
  96868. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96869. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96870. };
  96871. /**
  96872. * Set the motor's limits.
  96873. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96874. * @param upperLimit The upper limit of the motor
  96875. * @param lowerLimit The lower limit of the motor
  96876. */
  96877. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96878. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96879. };
  96880. return MotorEnabledJoint;
  96881. }(PhysicsJoint));
  96882. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96883. /**
  96884. * This class represents a single physics Hinge-Joint
  96885. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96886. */
  96887. var HingeJoint = /** @class */ (function (_super) {
  96888. __extends(HingeJoint, _super);
  96889. /**
  96890. * Initializes the Hinge-Joint
  96891. * @param jointData The joint data for the Hinge-Joint
  96892. */
  96893. function HingeJoint(jointData) {
  96894. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96895. }
  96896. /**
  96897. * Set the motor values.
  96898. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96899. * @param {number} force the force to apply
  96900. * @param {number} maxForce max force for this motor.
  96901. */
  96902. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96903. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96904. };
  96905. /**
  96906. * Set the motor's limits.
  96907. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96908. * @param upperLimit The upper limit of the motor
  96909. * @param lowerLimit The lower limit of the motor
  96910. */
  96911. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96912. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96913. };
  96914. return HingeJoint;
  96915. }(MotorEnabledJoint));
  96916. BABYLON.HingeJoint = HingeJoint;
  96917. /**
  96918. * This class represents a dual hinge physics joint (same as wheel joint)
  96919. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96920. */
  96921. var Hinge2Joint = /** @class */ (function (_super) {
  96922. __extends(Hinge2Joint, _super);
  96923. /**
  96924. * Initializes the Hinge2-Joint
  96925. * @param jointData The joint data for the Hinge2-Joint
  96926. */
  96927. function Hinge2Joint(jointData) {
  96928. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96929. }
  96930. /**
  96931. * Set the motor values.
  96932. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96933. * @param {number} force the force to apply
  96934. * @param {number} maxForce max force for this motor.
  96935. * @param {motorIndex} the motor's index, 0 or 1.
  96936. */
  96937. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96938. if (motorIndex === void 0) { motorIndex = 0; }
  96939. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96940. };
  96941. /**
  96942. * Set the motor limits.
  96943. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96944. * @param {number} upperLimit the upper limit
  96945. * @param {number} lowerLimit lower limit
  96946. * @param {motorIndex} the motor's index, 0 or 1.
  96947. */
  96948. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96949. if (motorIndex === void 0) { motorIndex = 0; }
  96950. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96951. };
  96952. return Hinge2Joint;
  96953. }(MotorEnabledJoint));
  96954. BABYLON.Hinge2Joint = Hinge2Joint;
  96955. })(BABYLON || (BABYLON = {}));
  96956. //# sourceMappingURL=babylon.physicsJoint.js.map
  96957. var BABYLON;
  96958. (function (BABYLON) {
  96959. /**
  96960. * Represents a physics imposter
  96961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96962. */
  96963. var PhysicsImpostor = /** @class */ (function () {
  96964. /**
  96965. * Initializes the physics imposter
  96966. * @param object The physics-enabled object used as the physics imposter
  96967. * @param type The type of the physics imposter
  96968. * @param _options The options for the physics imposter
  96969. * @param _scene The Babylon scene
  96970. */
  96971. function PhysicsImpostor(
  96972. /**
  96973. * The physics-enabled object used as the physics imposter
  96974. */
  96975. object,
  96976. /**
  96977. * The type of the physics imposter
  96978. */
  96979. type, _options, _scene) {
  96980. if (_options === void 0) { _options = { mass: 0 }; }
  96981. var _this = this;
  96982. this.object = object;
  96983. this.type = type;
  96984. this._options = _options;
  96985. this._scene = _scene;
  96986. this._bodyUpdateRequired = false;
  96987. this._onBeforePhysicsStepCallbacks = new Array();
  96988. this._onAfterPhysicsStepCallbacks = new Array();
  96989. /** @hidden */
  96990. this._onPhysicsCollideCallbacks = [];
  96991. this._deltaPosition = BABYLON.Vector3.Zero();
  96992. this._isDisposed = false;
  96993. //temp variables for parent rotation calculations
  96994. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96995. this._tmpQuat = new BABYLON.Quaternion();
  96996. this._tmpQuat2 = new BABYLON.Quaternion();
  96997. /**
  96998. * this function is executed by the physics engine.
  96999. */
  97000. this.beforeStep = function () {
  97001. if (!_this._physicsEngine) {
  97002. return;
  97003. }
  97004. _this.object.translate(_this._deltaPosition, -1);
  97005. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97006. _this.object.computeWorldMatrix(false);
  97007. if (_this.object.parent && _this.object.rotationQuaternion) {
  97008. _this.getParentsRotation();
  97009. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97010. }
  97011. else {
  97012. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97013. }
  97014. if (!_this._options.disableBidirectionalTransformation) {
  97015. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  97016. }
  97017. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97018. func(_this);
  97019. });
  97020. };
  97021. /**
  97022. * this function is executed by the physics engine
  97023. */
  97024. this.afterStep = function () {
  97025. if (!_this._physicsEngine) {
  97026. return;
  97027. }
  97028. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97029. func(_this);
  97030. });
  97031. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97032. // object has now its world rotation. needs to be converted to local.
  97033. if (_this.object.parent && _this.object.rotationQuaternion) {
  97034. _this.getParentsRotation();
  97035. _this._tmpQuat.conjugateInPlace();
  97036. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97037. }
  97038. // take the position set and make it the absolute position of this object.
  97039. _this.object.setAbsolutePosition(_this.object.position);
  97040. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97041. _this.object.translate(_this._deltaPosition, 1);
  97042. };
  97043. /**
  97044. * Legacy collision detection event support
  97045. */
  97046. this.onCollideEvent = null;
  97047. /**
  97048. * event and body object due to cannon's event-based architecture.
  97049. */
  97050. this.onCollide = function (e) {
  97051. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97052. return;
  97053. }
  97054. if (!_this._physicsEngine) {
  97055. return;
  97056. }
  97057. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97058. if (otherImpostor) {
  97059. // Legacy collision detection event support
  97060. if (_this.onCollideEvent) {
  97061. _this.onCollideEvent(_this, otherImpostor);
  97062. }
  97063. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97064. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97065. }).forEach(function (obj) {
  97066. obj.callback(_this, otherImpostor);
  97067. });
  97068. }
  97069. };
  97070. //sanity check!
  97071. if (!this.object) {
  97072. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97073. return;
  97074. }
  97075. // Legacy support for old syntax.
  97076. if (!this._scene && object.getScene) {
  97077. this._scene = object.getScene();
  97078. }
  97079. if (!this._scene) {
  97080. return;
  97081. }
  97082. this._physicsEngine = this._scene.getPhysicsEngine();
  97083. if (!this._physicsEngine) {
  97084. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97085. }
  97086. else {
  97087. //set the object's quaternion, if not set
  97088. if (!this.object.rotationQuaternion) {
  97089. if (this.object.rotation) {
  97090. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97091. }
  97092. else {
  97093. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97094. }
  97095. }
  97096. //default options params
  97097. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97098. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97099. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97100. this._joints = [];
  97101. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97102. if (!this.object.parent || this._options.ignoreParent) {
  97103. this._init();
  97104. }
  97105. else if (this.object.parent.physicsImpostor) {
  97106. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97107. }
  97108. }
  97109. }
  97110. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97111. /**
  97112. * Specifies if the physics imposter is disposed
  97113. */
  97114. get: function () {
  97115. return this._isDisposed;
  97116. },
  97117. enumerable: true,
  97118. configurable: true
  97119. });
  97120. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97121. /**
  97122. * Gets the mass of the physics imposter
  97123. */
  97124. get: function () {
  97125. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97126. },
  97127. set: function (value) {
  97128. this.setMass(value);
  97129. },
  97130. enumerable: true,
  97131. configurable: true
  97132. });
  97133. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97134. /**
  97135. * Gets the coefficient of friction
  97136. */
  97137. get: function () {
  97138. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97139. },
  97140. /**
  97141. * Sets the coefficient of friction
  97142. */
  97143. set: function (value) {
  97144. if (!this._physicsEngine) {
  97145. return;
  97146. }
  97147. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97148. },
  97149. enumerable: true,
  97150. configurable: true
  97151. });
  97152. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97153. /**
  97154. * Gets the coefficient of restitution
  97155. */
  97156. get: function () {
  97157. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97158. },
  97159. /**
  97160. * Sets the coefficient of restitution
  97161. */
  97162. set: function (value) {
  97163. if (!this._physicsEngine) {
  97164. return;
  97165. }
  97166. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97167. },
  97168. enumerable: true,
  97169. configurable: true
  97170. });
  97171. /**
  97172. * This function will completly initialize this impostor.
  97173. * It will create a new body - but only if this mesh has no parent.
  97174. * If it has, this impostor will not be used other than to define the impostor
  97175. * of the child mesh.
  97176. * @hidden
  97177. */
  97178. PhysicsImpostor.prototype._init = function () {
  97179. if (!this._physicsEngine) {
  97180. return;
  97181. }
  97182. this._physicsEngine.removeImpostor(this);
  97183. this.physicsBody = null;
  97184. this._parent = this._parent || this._getPhysicsParent();
  97185. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97186. this._physicsEngine.addImpostor(this);
  97187. }
  97188. };
  97189. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97190. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97191. var parentMesh = this.object.parent;
  97192. return parentMesh.physicsImpostor;
  97193. }
  97194. return null;
  97195. };
  97196. /**
  97197. * Should a new body be generated.
  97198. * @returns boolean specifying if body initialization is required
  97199. */
  97200. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97201. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97202. };
  97203. /**
  97204. * Sets the updated scaling
  97205. * @param updated Specifies if the scaling is updated
  97206. */
  97207. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97208. this.forceUpdate();
  97209. };
  97210. /**
  97211. * Force a regeneration of this or the parent's impostor's body.
  97212. * Use under cautious - This will remove all joints already implemented.
  97213. */
  97214. PhysicsImpostor.prototype.forceUpdate = function () {
  97215. this._init();
  97216. if (this.parent && !this._options.ignoreParent) {
  97217. this.parent.forceUpdate();
  97218. }
  97219. };
  97220. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97221. /*public get mesh(): AbstractMesh {
  97222. return this._mesh;
  97223. }*/
  97224. /**
  97225. * Gets the body that holds this impostor. Either its own, or its parent.
  97226. */
  97227. get: function () {
  97228. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97229. },
  97230. /**
  97231. * Set the physics body. Used mainly by the physics engine/plugin
  97232. */
  97233. set: function (physicsBody) {
  97234. if (this._physicsBody && this._physicsEngine) {
  97235. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97236. }
  97237. this._physicsBody = physicsBody;
  97238. this.resetUpdateFlags();
  97239. },
  97240. enumerable: true,
  97241. configurable: true
  97242. });
  97243. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97244. /**
  97245. * Get the parent of the physics imposter
  97246. * @returns Physics imposter or null
  97247. */
  97248. get: function () {
  97249. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97250. },
  97251. /**
  97252. * Sets the parent of the physics imposter
  97253. */
  97254. set: function (value) {
  97255. this._parent = value;
  97256. },
  97257. enumerable: true,
  97258. configurable: true
  97259. });
  97260. /**
  97261. * Resets the update flags
  97262. */
  97263. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97264. this._bodyUpdateRequired = false;
  97265. };
  97266. /**
  97267. * Gets the object extend size
  97268. * @returns the object extend size
  97269. */
  97270. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97271. if (this.object.getBoundingInfo) {
  97272. var q = this.object.rotationQuaternion;
  97273. //reset rotation
  97274. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97275. //calculate the world matrix with no rotation
  97276. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97277. var boundingInfo = this.object.getBoundingInfo();
  97278. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97279. //bring back the rotation
  97280. this.object.rotationQuaternion = q;
  97281. //calculate the world matrix with the new rotation
  97282. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97283. return size;
  97284. }
  97285. else {
  97286. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97287. }
  97288. };
  97289. /**
  97290. * Gets the object center
  97291. * @returns The object center
  97292. */
  97293. PhysicsImpostor.prototype.getObjectCenter = function () {
  97294. if (this.object.getBoundingInfo) {
  97295. var boundingInfo = this.object.getBoundingInfo();
  97296. return boundingInfo.boundingBox.centerWorld;
  97297. }
  97298. else {
  97299. return this.object.position;
  97300. }
  97301. };
  97302. /**
  97303. * Get a specific parametes from the options parameter
  97304. * @param paramName The object parameter name
  97305. * @returns The object parameter
  97306. */
  97307. PhysicsImpostor.prototype.getParam = function (paramName) {
  97308. return this._options[paramName];
  97309. };
  97310. /**
  97311. * Sets a specific parameter in the options given to the physics plugin
  97312. * @param paramName The parameter name
  97313. * @param value The value of the parameter
  97314. */
  97315. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97316. this._options[paramName] = value;
  97317. this._bodyUpdateRequired = true;
  97318. };
  97319. /**
  97320. * Specifically change the body's mass option. Won't recreate the physics body object
  97321. * @param mass The mass of the physics imposter
  97322. */
  97323. PhysicsImpostor.prototype.setMass = function (mass) {
  97324. if (this.getParam("mass") !== mass) {
  97325. this.setParam("mass", mass);
  97326. }
  97327. if (this._physicsEngine) {
  97328. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97329. }
  97330. };
  97331. /**
  97332. * Gets the linear velocity
  97333. * @returns linear velocity or null
  97334. */
  97335. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97336. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97337. };
  97338. /**
  97339. * Sets the linear velocity
  97340. * @param velocity linear velocity or null
  97341. */
  97342. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97343. if (this._physicsEngine) {
  97344. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97345. }
  97346. };
  97347. /**
  97348. * Gets the angular velocity
  97349. * @returns angular velocity or null
  97350. */
  97351. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97352. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97353. };
  97354. /**
  97355. * Sets the angular velocity
  97356. * @param velocity The velocity or null
  97357. */
  97358. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97359. if (this._physicsEngine) {
  97360. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97361. }
  97362. };
  97363. /**
  97364. * Execute a function with the physics plugin native code
  97365. * Provide a function the will have two variables - the world object and the physics body object
  97366. * @param func The function to execute with the physics plugin native code
  97367. */
  97368. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97369. if (this._physicsEngine) {
  97370. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97371. }
  97372. };
  97373. /**
  97374. * Register a function that will be executed before the physics world is stepping forward
  97375. * @param func The function to execute before the physics world is stepped forward
  97376. */
  97377. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97378. this._onBeforePhysicsStepCallbacks.push(func);
  97379. };
  97380. /**
  97381. * Unregister a function that will be executed before the physics world is stepping forward
  97382. * @param func The function to execute before the physics world is stepped forward
  97383. */
  97384. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97385. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97386. if (index > -1) {
  97387. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97388. }
  97389. else {
  97390. BABYLON.Tools.Warn("Function to remove was not found");
  97391. }
  97392. };
  97393. /**
  97394. * Register a function that will be executed after the physics step
  97395. * @param func The function to execute after physics step
  97396. */
  97397. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97398. this._onAfterPhysicsStepCallbacks.push(func);
  97399. };
  97400. /**
  97401. * Unregisters a function that will be executed after the physics step
  97402. * @param func The function to execute after physics step
  97403. */
  97404. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97405. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97406. if (index > -1) {
  97407. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97408. }
  97409. else {
  97410. BABYLON.Tools.Warn("Function to remove was not found");
  97411. }
  97412. };
  97413. /**
  97414. * register a function that will be executed when this impostor collides against a different body
  97415. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97416. * @param func Callback that is executed on collision
  97417. */
  97418. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97419. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97420. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97421. };
  97422. /**
  97423. * Unregisters the physics imposter on contact
  97424. * @param collideAgainst The physics object to collide against
  97425. * @param func Callback to execute on collision
  97426. */
  97427. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97428. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97429. var index = -1;
  97430. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97431. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97432. // chcek the arrays match
  97433. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97434. return collidedAgainstList.indexOf(impostor) > -1;
  97435. });
  97436. if (sameList) {
  97437. index = idx;
  97438. }
  97439. return sameList;
  97440. }
  97441. return false;
  97442. });
  97443. if (found) {
  97444. this._onPhysicsCollideCallbacks.splice(index, 1);
  97445. }
  97446. else {
  97447. BABYLON.Tools.Warn("Function to remove was not found");
  97448. }
  97449. };
  97450. /**
  97451. * Get the parent rotation
  97452. * @returns The parent rotation
  97453. */
  97454. PhysicsImpostor.prototype.getParentsRotation = function () {
  97455. var parent = this.object.parent;
  97456. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97457. while (parent) {
  97458. if (parent.rotationQuaternion) {
  97459. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97460. }
  97461. else {
  97462. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97463. }
  97464. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97465. parent = parent.parent;
  97466. }
  97467. return this._tmpQuat;
  97468. };
  97469. /**
  97470. * Apply a force
  97471. * @param force The force to apply
  97472. * @param contactPoint The contact point for the force
  97473. * @returns The physics imposter
  97474. */
  97475. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97476. if (this._physicsEngine) {
  97477. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97478. }
  97479. return this;
  97480. };
  97481. /**
  97482. * Apply an impulse
  97483. * @param force The impulse force
  97484. * @param contactPoint The contact point for the impulse force
  97485. * @returns The physics imposter
  97486. */
  97487. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97488. if (this._physicsEngine) {
  97489. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97490. }
  97491. return this;
  97492. };
  97493. /**
  97494. * A help function to create a joint
  97495. * @param otherImpostor A physics imposter used to create a joint
  97496. * @param jointType The type of joint
  97497. * @param jointData The data for the joint
  97498. * @returns The physics imposter
  97499. */
  97500. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97501. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97502. this.addJoint(otherImpostor, joint);
  97503. return this;
  97504. };
  97505. /**
  97506. * Add a joint to this impostor with a different impostor
  97507. * @param otherImpostor A physics imposter used to add a joint
  97508. * @param joint The joint to add
  97509. * @returns The physics imposter
  97510. */
  97511. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97512. this._joints.push({
  97513. otherImpostor: otherImpostor,
  97514. joint: joint
  97515. });
  97516. if (this._physicsEngine) {
  97517. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97518. }
  97519. return this;
  97520. };
  97521. /**
  97522. * Will keep this body still, in a sleep mode.
  97523. * @returns the physics imposter
  97524. */
  97525. PhysicsImpostor.prototype.sleep = function () {
  97526. if (this._physicsEngine) {
  97527. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97528. }
  97529. return this;
  97530. };
  97531. /**
  97532. * Wake the body up.
  97533. * @returns The physics imposter
  97534. */
  97535. PhysicsImpostor.prototype.wakeUp = function () {
  97536. if (this._physicsEngine) {
  97537. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97538. }
  97539. return this;
  97540. };
  97541. /**
  97542. * Clones the physics imposter
  97543. * @param newObject The physics imposter clones to this physics-enabled object
  97544. * @returns A nullable physics imposter
  97545. */
  97546. PhysicsImpostor.prototype.clone = function (newObject) {
  97547. if (!newObject) {
  97548. return null;
  97549. }
  97550. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97551. };
  97552. /**
  97553. * Disposes the physics imposter
  97554. */
  97555. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97556. var _this = this;
  97557. //no dispose if no physics engine is available.
  97558. if (!this._physicsEngine) {
  97559. return;
  97560. }
  97561. this._joints.forEach(function (j) {
  97562. if (_this._physicsEngine) {
  97563. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97564. }
  97565. });
  97566. //dispose the physics body
  97567. this._physicsEngine.removeImpostor(this);
  97568. if (this.parent) {
  97569. this.parent.forceUpdate();
  97570. }
  97571. else {
  97572. /*this._object.getChildMeshes().forEach(function(mesh) {
  97573. if (mesh.physicsImpostor) {
  97574. if (disposeChildren) {
  97575. mesh.physicsImpostor.dispose();
  97576. mesh.physicsImpostor = null;
  97577. }
  97578. }
  97579. })*/
  97580. }
  97581. this._isDisposed = true;
  97582. };
  97583. /**
  97584. * Sets the delta position
  97585. * @param position The delta position amount
  97586. */
  97587. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97588. this._deltaPosition.copyFrom(position);
  97589. };
  97590. /**
  97591. * Sets the delta rotation
  97592. * @param rotation The delta rotation amount
  97593. */
  97594. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97595. if (!this._deltaRotation) {
  97596. this._deltaRotation = new BABYLON.Quaternion();
  97597. }
  97598. this._deltaRotation.copyFrom(rotation);
  97599. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97600. };
  97601. /**
  97602. * Gets the box size of the physics imposter and stores the result in the input parameter
  97603. * @param result Stores the box size
  97604. * @returns The physics imposter
  97605. */
  97606. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97607. if (this._physicsEngine) {
  97608. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97609. }
  97610. return this;
  97611. };
  97612. /**
  97613. * Gets the radius of the physics imposter
  97614. * @returns Radius of the physics imposter
  97615. */
  97616. PhysicsImpostor.prototype.getRadius = function () {
  97617. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97618. };
  97619. /**
  97620. * Sync a bone with this impostor
  97621. * @param bone The bone to sync to the impostor.
  97622. * @param boneMesh The mesh that the bone is influencing.
  97623. * @param jointPivot The pivot of the joint / bone in local space.
  97624. * @param distToJoint Optional distance from the impostor to the joint.
  97625. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97626. */
  97627. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97628. var tempVec = PhysicsImpostor._tmpVecs[0];
  97629. var mesh = this.object;
  97630. if (mesh.rotationQuaternion) {
  97631. if (adjustRotation) {
  97632. var tempQuat = PhysicsImpostor._tmpQuat;
  97633. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97634. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97635. }
  97636. else {
  97637. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97638. }
  97639. }
  97640. tempVec.x = 0;
  97641. tempVec.y = 0;
  97642. tempVec.z = 0;
  97643. if (jointPivot) {
  97644. tempVec.x = jointPivot.x;
  97645. tempVec.y = jointPivot.y;
  97646. tempVec.z = jointPivot.z;
  97647. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97648. if (distToJoint === undefined || distToJoint === null) {
  97649. distToJoint = jointPivot.length();
  97650. }
  97651. tempVec.x *= distToJoint;
  97652. tempVec.y *= distToJoint;
  97653. tempVec.z *= distToJoint;
  97654. }
  97655. if (bone.getParent()) {
  97656. tempVec.addInPlace(mesh.getAbsolutePosition());
  97657. bone.setAbsolutePosition(tempVec, boneMesh);
  97658. }
  97659. else {
  97660. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97661. boneMesh.position.x -= tempVec.x;
  97662. boneMesh.position.y -= tempVec.y;
  97663. boneMesh.position.z -= tempVec.z;
  97664. }
  97665. };
  97666. /**
  97667. * Sync impostor to a bone
  97668. * @param bone The bone that the impostor will be synced to.
  97669. * @param boneMesh The mesh that the bone is influencing.
  97670. * @param jointPivot The pivot of the joint / bone in local space.
  97671. * @param distToJoint Optional distance from the impostor to the joint.
  97672. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97673. * @param boneAxis Optional vector3 axis the bone is aligned with
  97674. */
  97675. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97676. var mesh = this.object;
  97677. if (mesh.rotationQuaternion) {
  97678. if (adjustRotation) {
  97679. var tempQuat = PhysicsImpostor._tmpQuat;
  97680. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97681. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97682. }
  97683. else {
  97684. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97685. }
  97686. }
  97687. var pos = PhysicsImpostor._tmpVecs[0];
  97688. var boneDir = PhysicsImpostor._tmpVecs[1];
  97689. if (!boneAxis) {
  97690. boneAxis = PhysicsImpostor._tmpVecs[2];
  97691. boneAxis.x = 0;
  97692. boneAxis.y = 1;
  97693. boneAxis.z = 0;
  97694. }
  97695. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97696. bone.getAbsolutePositionToRef(boneMesh, pos);
  97697. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97698. distToJoint = jointPivot.length();
  97699. }
  97700. if (distToJoint !== undefined && distToJoint !== null) {
  97701. pos.x += boneDir.x * distToJoint;
  97702. pos.y += boneDir.y * distToJoint;
  97703. pos.z += boneDir.z * distToJoint;
  97704. }
  97705. mesh.setAbsolutePosition(pos);
  97706. };
  97707. /**
  97708. * The default object size of the imposter
  97709. */
  97710. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97711. /**
  97712. * The identity quaternion of the imposter
  97713. */
  97714. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97715. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97716. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97717. //Impostor types
  97718. /**
  97719. * No-Imposter type
  97720. */
  97721. PhysicsImpostor.NoImpostor = 0;
  97722. /**
  97723. * Sphere-Imposter type
  97724. */
  97725. PhysicsImpostor.SphereImpostor = 1;
  97726. /**
  97727. * Box-Imposter type
  97728. */
  97729. PhysicsImpostor.BoxImpostor = 2;
  97730. /**
  97731. * Plane-Imposter type
  97732. */
  97733. PhysicsImpostor.PlaneImpostor = 3;
  97734. /**
  97735. * Mesh-imposter type
  97736. */
  97737. PhysicsImpostor.MeshImpostor = 4;
  97738. /**
  97739. * Cylinder-Imposter type
  97740. */
  97741. PhysicsImpostor.CylinderImpostor = 7;
  97742. /**
  97743. * Particle-Imposter type
  97744. */
  97745. PhysicsImpostor.ParticleImpostor = 8;
  97746. /**
  97747. * Heightmap-Imposter type
  97748. */
  97749. PhysicsImpostor.HeightmapImpostor = 9;
  97750. return PhysicsImpostor;
  97751. }());
  97752. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97753. })(BABYLON || (BABYLON = {}));
  97754. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97755. var BABYLON;
  97756. (function (BABYLON) {
  97757. /**
  97758. * Class used to control physics engine
  97759. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97760. */
  97761. var PhysicsEngine = /** @class */ (function () {
  97762. /**
  97763. * Creates a new Physics Engine
  97764. * @param gravity defines the gravity vector used by the simulation
  97765. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97766. */
  97767. function PhysicsEngine(gravity, _physicsPlugin) {
  97768. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97769. this._physicsPlugin = _physicsPlugin;
  97770. this._impostors = [];
  97771. this._joints = [];
  97772. if (!this._physicsPlugin.isSupported()) {
  97773. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97774. + "Please make sure it is included.");
  97775. }
  97776. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97777. this.setGravity(gravity);
  97778. this.setTimeStep();
  97779. }
  97780. /**
  97781. * Sets the gravity vector used by the simulation
  97782. * @param gravity defines the gravity vector to use
  97783. */
  97784. PhysicsEngine.prototype.setGravity = function (gravity) {
  97785. this.gravity = gravity;
  97786. this._physicsPlugin.setGravity(this.gravity);
  97787. };
  97788. /**
  97789. * Set the time step of the physics engine.
  97790. * Default is 1/60.
  97791. * To slow it down, enter 1/600 for example.
  97792. * To speed it up, 1/30
  97793. * @param newTimeStep defines the new timestep to apply to this world.
  97794. */
  97795. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97796. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97797. this._physicsPlugin.setTimeStep(newTimeStep);
  97798. };
  97799. /**
  97800. * Get the time step of the physics engine.
  97801. * @returns the current time step
  97802. */
  97803. PhysicsEngine.prototype.getTimeStep = function () {
  97804. return this._physicsPlugin.getTimeStep();
  97805. };
  97806. /**
  97807. * Release all resources
  97808. */
  97809. PhysicsEngine.prototype.dispose = function () {
  97810. this._impostors.forEach(function (impostor) {
  97811. impostor.dispose();
  97812. });
  97813. this._physicsPlugin.dispose();
  97814. };
  97815. /**
  97816. * Gets the name of the current physics plugin
  97817. * @returns the name of the plugin
  97818. */
  97819. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97820. return this._physicsPlugin.name;
  97821. };
  97822. /**
  97823. * Adding a new impostor for the impostor tracking.
  97824. * This will be done by the impostor itself.
  97825. * @param impostor the impostor to add
  97826. */
  97827. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97828. impostor.uniqueId = this._impostors.push(impostor);
  97829. //if no parent, generate the body
  97830. if (!impostor.parent) {
  97831. this._physicsPlugin.generatePhysicsBody(impostor);
  97832. }
  97833. };
  97834. /**
  97835. * Remove an impostor from the engine.
  97836. * This impostor and its mesh will not longer be updated by the physics engine.
  97837. * @param impostor the impostor to remove
  97838. */
  97839. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97840. var index = this._impostors.indexOf(impostor);
  97841. if (index > -1) {
  97842. var removed = this._impostors.splice(index, 1);
  97843. //Is it needed?
  97844. if (removed.length) {
  97845. //this will also remove it from the world.
  97846. removed[0].physicsBody = null;
  97847. }
  97848. }
  97849. };
  97850. /**
  97851. * Add a joint to the physics engine
  97852. * @param mainImpostor defines the main impostor to which the joint is added.
  97853. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97854. * @param joint defines the joint that will connect both impostors.
  97855. */
  97856. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97857. var impostorJoint = {
  97858. mainImpostor: mainImpostor,
  97859. connectedImpostor: connectedImpostor,
  97860. joint: joint
  97861. };
  97862. joint.physicsPlugin = this._physicsPlugin;
  97863. this._joints.push(impostorJoint);
  97864. this._physicsPlugin.generateJoint(impostorJoint);
  97865. };
  97866. /**
  97867. * Removes a joint from the simulation
  97868. * @param mainImpostor defines the impostor used with the joint
  97869. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97870. * @param joint defines the joint to remove
  97871. */
  97872. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97873. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97874. return (impostorJoint.connectedImpostor === connectedImpostor
  97875. && impostorJoint.joint === joint
  97876. && impostorJoint.mainImpostor === mainImpostor);
  97877. });
  97878. if (matchingJoints.length) {
  97879. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97880. //TODO remove it from the list as well
  97881. }
  97882. };
  97883. /**
  97884. * Called by the scene. No need to call it.
  97885. * @param delta defines the timespam between frames
  97886. */
  97887. PhysicsEngine.prototype._step = function (delta) {
  97888. var _this = this;
  97889. //check if any mesh has no body / requires an update
  97890. this._impostors.forEach(function (impostor) {
  97891. if (impostor.isBodyInitRequired()) {
  97892. _this._physicsPlugin.generatePhysicsBody(impostor);
  97893. }
  97894. });
  97895. if (delta > 0.1) {
  97896. delta = 0.1;
  97897. }
  97898. else if (delta <= 0) {
  97899. delta = 1.0 / 60.0;
  97900. }
  97901. this._physicsPlugin.executeStep(delta, this._impostors);
  97902. };
  97903. /**
  97904. * Gets the current plugin used to run the simulation
  97905. * @returns current plugin
  97906. */
  97907. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97908. return this._physicsPlugin;
  97909. };
  97910. /**
  97911. * Gets the list of physic impostors
  97912. * @returns an array of PhysicsImpostor
  97913. */
  97914. PhysicsEngine.prototype.getImpostors = function () {
  97915. return this._impostors;
  97916. };
  97917. /**
  97918. * Gets the impostor for a physics enabled object
  97919. * @param object defines the object impersonated by the impostor
  97920. * @returns the PhysicsImpostor or null if not found
  97921. */
  97922. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97923. for (var i = 0; i < this._impostors.length; ++i) {
  97924. if (this._impostors[i].object === object) {
  97925. return this._impostors[i];
  97926. }
  97927. }
  97928. return null;
  97929. };
  97930. /**
  97931. * Gets the impostor for a physics body object
  97932. * @param body defines physics body used by the impostor
  97933. * @returns the PhysicsImpostor or null if not found
  97934. */
  97935. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97936. for (var i = 0; i < this._impostors.length; ++i) {
  97937. if (this._impostors[i].physicsBody === body) {
  97938. return this._impostors[i];
  97939. }
  97940. }
  97941. return null;
  97942. };
  97943. /**
  97944. * Global value used to control the smallest number supported by the simulation
  97945. */
  97946. PhysicsEngine.Epsilon = 0.001;
  97947. return PhysicsEngine;
  97948. }());
  97949. BABYLON.PhysicsEngine = PhysicsEngine;
  97950. })(BABYLON || (BABYLON = {}));
  97951. //# sourceMappingURL=babylon.physicsEngine.js.map
  97952. var BABYLON;
  97953. (function (BABYLON) {
  97954. /**
  97955. * A helper for physics simulations
  97956. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97957. */
  97958. var PhysicsHelper = /** @class */ (function () {
  97959. /**
  97960. * Initializes the Physics helper
  97961. * @param scene Babylon.js scene
  97962. */
  97963. function PhysicsHelper(scene) {
  97964. this._scene = scene;
  97965. this._physicsEngine = this._scene.getPhysicsEngine();
  97966. if (!this._physicsEngine) {
  97967. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97968. }
  97969. }
  97970. /**
  97971. * Applies a radial explosion impulse
  97972. * @param origin the origin of the explosion
  97973. * @param radius the explosion radius
  97974. * @param strength the explosion strength
  97975. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97976. * @returns A physics radial explosion event, or null
  97977. */
  97978. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97979. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97980. if (!this._physicsEngine) {
  97981. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97982. return null;
  97983. }
  97984. var impostors = this._physicsEngine.getImpostors();
  97985. if (impostors.length === 0) {
  97986. return null;
  97987. }
  97988. var event = new PhysicsRadialExplosionEvent(this._scene);
  97989. impostors.forEach(function (impostor) {
  97990. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97991. if (!impostorForceAndContactPoint) {
  97992. return;
  97993. }
  97994. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97995. });
  97996. event.dispose(false);
  97997. return event;
  97998. };
  97999. /**
  98000. * Applies a radial explosion force
  98001. * @param origin the origin of the explosion
  98002. * @param radius the explosion radius
  98003. * @param strength the explosion strength
  98004. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98005. * @returns A physics radial explosion event, or null
  98006. */
  98007. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98008. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98009. if (!this._physicsEngine) {
  98010. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98011. return null;
  98012. }
  98013. var impostors = this._physicsEngine.getImpostors();
  98014. if (impostors.length === 0) {
  98015. return null;
  98016. }
  98017. var event = new PhysicsRadialExplosionEvent(this._scene);
  98018. impostors.forEach(function (impostor) {
  98019. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98020. if (!impostorForceAndContactPoint) {
  98021. return;
  98022. }
  98023. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98024. });
  98025. event.dispose(false);
  98026. return event;
  98027. };
  98028. /**
  98029. * Creates a gravitational field
  98030. * @param origin the origin of the explosion
  98031. * @param radius the explosion radius
  98032. * @param strength the explosion strength
  98033. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98034. * @returns A physics gravitational field event, or null
  98035. */
  98036. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98037. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98038. if (!this._physicsEngine) {
  98039. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98040. return null;
  98041. }
  98042. var impostors = this._physicsEngine.getImpostors();
  98043. if (impostors.length === 0) {
  98044. return null;
  98045. }
  98046. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98047. event.dispose(false);
  98048. return event;
  98049. };
  98050. /**
  98051. * Creates a physics updraft event
  98052. * @param origin the origin of the updraft
  98053. * @param radius the radius of the updraft
  98054. * @param strength the strength of the updraft
  98055. * @param height the height of the updraft
  98056. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98057. * @returns A physics updraft event, or null
  98058. */
  98059. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98060. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98061. if (!this._physicsEngine) {
  98062. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98063. return null;
  98064. }
  98065. if (this._physicsEngine.getImpostors().length === 0) {
  98066. return null;
  98067. }
  98068. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98069. event.dispose(false);
  98070. return event;
  98071. };
  98072. /**
  98073. * Creates a physics vortex event
  98074. * @param origin the of the vortex
  98075. * @param radius the radius of the vortex
  98076. * @param strength the strength of the vortex
  98077. * @param height the height of the vortex
  98078. * @returns a Physics vortex event, or null
  98079. * A physics vortex event or null
  98080. */
  98081. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98082. if (!this._physicsEngine) {
  98083. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98084. return null;
  98085. }
  98086. if (this._physicsEngine.getImpostors().length === 0) {
  98087. return null;
  98088. }
  98089. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98090. event.dispose(false);
  98091. return event;
  98092. };
  98093. return PhysicsHelper;
  98094. }());
  98095. BABYLON.PhysicsHelper = PhysicsHelper;
  98096. /**
  98097. * Represents a physics radial explosion event
  98098. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98099. */
  98100. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98101. /**
  98102. * Initializes a radial explosioin event
  98103. * @param scene BabylonJS scene
  98104. */
  98105. function PhysicsRadialExplosionEvent(scene) {
  98106. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98107. this._rays = [];
  98108. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98109. this._scene = scene;
  98110. }
  98111. /**
  98112. * Returns the data related to the radial explosion event (sphere & rays).
  98113. * @returns The radial explosion event data
  98114. */
  98115. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98116. this._dataFetched = true;
  98117. return {
  98118. sphere: this._sphere,
  98119. rays: this._rays,
  98120. };
  98121. };
  98122. /**
  98123. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98124. * @param impostor A physics imposter
  98125. * @param origin the origin of the explosion
  98126. * @param radius the explosion radius
  98127. * @param strength the explosion strength
  98128. * @param falloff possible options: Constant & Linear
  98129. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98130. */
  98131. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98132. if (impostor.mass === 0) {
  98133. return null;
  98134. }
  98135. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98136. return null;
  98137. }
  98138. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98139. return null;
  98140. }
  98141. var impostorObjectCenter = impostor.getObjectCenter();
  98142. var direction = impostorObjectCenter.subtract(origin);
  98143. var ray = new BABYLON.Ray(origin, direction, radius);
  98144. this._rays.push(ray);
  98145. var hit = ray.intersectsMesh(impostor.object);
  98146. var contactPoint = hit.pickedPoint;
  98147. if (!contactPoint) {
  98148. return null;
  98149. }
  98150. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98151. if (distanceFromOrigin > radius) {
  98152. return null;
  98153. }
  98154. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98155. ? strength
  98156. : strength * (1 - (distanceFromOrigin / radius));
  98157. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98158. return { force: force, contactPoint: contactPoint };
  98159. };
  98160. /**
  98161. * Disposes the sphere.
  98162. * @param force Specifies if the sphere should be disposed by force
  98163. */
  98164. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98165. var _this = this;
  98166. if (force === void 0) { force = true; }
  98167. if (force) {
  98168. this._sphere.dispose();
  98169. }
  98170. else {
  98171. setTimeout(function () {
  98172. if (!_this._dataFetched) {
  98173. _this._sphere.dispose();
  98174. }
  98175. }, 0);
  98176. }
  98177. };
  98178. /*** Helpers ***/
  98179. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98180. if (!this._sphere) {
  98181. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98182. this._sphere.isVisible = false;
  98183. }
  98184. };
  98185. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98186. var impostorObject = impostor.object;
  98187. this._prepareSphere();
  98188. this._sphere.position = origin;
  98189. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98190. this._sphere._updateBoundingInfo();
  98191. this._sphere.computeWorldMatrix(true);
  98192. return this._sphere.intersectsMesh(impostorObject, true);
  98193. };
  98194. return PhysicsRadialExplosionEvent;
  98195. }());
  98196. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98197. /**
  98198. * Represents a gravitational field event
  98199. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98200. */
  98201. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98202. /**
  98203. * Initializes the physics gravitational field event
  98204. * @param physicsHelper A physics helper
  98205. * @param scene BabylonJS scene
  98206. * @param origin The origin position of the gravitational field event
  98207. * @param radius The radius of the gravitational field event
  98208. * @param strength The strength of the gravitational field event
  98209. * @param falloff The falloff for the gravitational field event
  98210. */
  98211. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98212. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98213. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98214. this._physicsHelper = physicsHelper;
  98215. this._scene = scene;
  98216. this._origin = origin;
  98217. this._radius = radius;
  98218. this._strength = strength;
  98219. this._falloff = falloff;
  98220. this._tickCallback = this._tick.bind(this);
  98221. }
  98222. /**
  98223. * Returns the data related to the gravitational field event (sphere).
  98224. * @returns A gravitational field event
  98225. */
  98226. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98227. this._dataFetched = true;
  98228. return {
  98229. sphere: this._sphere,
  98230. };
  98231. };
  98232. /**
  98233. * Enables the gravitational field.
  98234. */
  98235. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98236. this._tickCallback.call(this);
  98237. this._scene.registerBeforeRender(this._tickCallback);
  98238. };
  98239. /**
  98240. * Disables the gravitational field.
  98241. */
  98242. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98243. this._scene.unregisterBeforeRender(this._tickCallback);
  98244. };
  98245. /**
  98246. * Disposes the sphere.
  98247. * @param force The force to dispose from the gravitational field event
  98248. */
  98249. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98250. var _this = this;
  98251. if (force === void 0) { force = true; }
  98252. if (force) {
  98253. this._sphere.dispose();
  98254. }
  98255. else {
  98256. setTimeout(function () {
  98257. if (!_this._dataFetched) {
  98258. _this._sphere.dispose();
  98259. }
  98260. }, 0);
  98261. }
  98262. };
  98263. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98264. // Since the params won't change, we fetch the event only once
  98265. if (this._sphere) {
  98266. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98267. }
  98268. else {
  98269. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98270. if (radialExplosionEvent) {
  98271. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98272. }
  98273. }
  98274. };
  98275. return PhysicsGravitationalFieldEvent;
  98276. }());
  98277. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98278. /**
  98279. * Represents a physics updraft event
  98280. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98281. */
  98282. var PhysicsUpdraftEvent = /** @class */ (function () {
  98283. /**
  98284. * Initializes the physics updraft event
  98285. * @param _scene BabylonJS scene
  98286. * @param _origin The origin position of the updraft
  98287. * @param _radius The radius of the updraft
  98288. * @param _strength The strength of the updraft
  98289. * @param _height The height of the updraft
  98290. * @param _updraftMode The mode of the updraft
  98291. */
  98292. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98293. this._scene = _scene;
  98294. this._origin = _origin;
  98295. this._radius = _radius;
  98296. this._strength = _strength;
  98297. this._height = _height;
  98298. this._updraftMode = _updraftMode;
  98299. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98300. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98301. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98302. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98303. this._physicsEngine = this._scene.getPhysicsEngine();
  98304. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98305. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98306. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98307. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98308. }
  98309. this._tickCallback = this._tick.bind(this);
  98310. this._prepareCylinder();
  98311. }
  98312. /**
  98313. * Returns the data related to the updraft event (cylinder).
  98314. * @returns A physics updraft event
  98315. */
  98316. PhysicsUpdraftEvent.prototype.getData = function () {
  98317. this._dataFetched = true;
  98318. return {
  98319. cylinder: this._cylinder,
  98320. };
  98321. };
  98322. /**
  98323. * Enables the updraft.
  98324. */
  98325. PhysicsUpdraftEvent.prototype.enable = function () {
  98326. this._tickCallback.call(this);
  98327. this._scene.registerBeforeRender(this._tickCallback);
  98328. };
  98329. /**
  98330. * Disables the cortex.
  98331. */
  98332. PhysicsUpdraftEvent.prototype.disable = function () {
  98333. this._scene.unregisterBeforeRender(this._tickCallback);
  98334. };
  98335. /**
  98336. * Disposes the sphere.
  98337. * @param force Specifies if the updraft should be disposed by force
  98338. */
  98339. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98340. var _this = this;
  98341. if (force === void 0) { force = true; }
  98342. if (!this._cylinder) {
  98343. return;
  98344. }
  98345. if (force) {
  98346. this._cylinder.dispose();
  98347. }
  98348. else {
  98349. setTimeout(function () {
  98350. if (!_this._dataFetched) {
  98351. _this._cylinder.dispose();
  98352. }
  98353. }, 0);
  98354. }
  98355. };
  98356. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98357. if (impostor.mass === 0) {
  98358. return null;
  98359. }
  98360. if (!this._intersectsWithCylinder(impostor)) {
  98361. return null;
  98362. }
  98363. var impostorObjectCenter = impostor.getObjectCenter();
  98364. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98365. var direction = this._originDirection;
  98366. }
  98367. else {
  98368. var direction = impostorObjectCenter.subtract(this._originTop);
  98369. }
  98370. var multiplier = this._strength * -1;
  98371. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98372. return { force: force, contactPoint: impostorObjectCenter };
  98373. };
  98374. PhysicsUpdraftEvent.prototype._tick = function () {
  98375. var _this = this;
  98376. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98377. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98378. if (!impostorForceAndContactPoint) {
  98379. return;
  98380. }
  98381. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98382. });
  98383. };
  98384. /*** Helpers ***/
  98385. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98386. if (!this._cylinder) {
  98387. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98388. height: this._height,
  98389. diameter: this._radius * 2,
  98390. }, this._scene);
  98391. this._cylinder.isVisible = false;
  98392. }
  98393. };
  98394. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98395. var impostorObject = impostor.object;
  98396. this._cylinder.position = this._cylinderPosition;
  98397. return this._cylinder.intersectsMesh(impostorObject, true);
  98398. };
  98399. return PhysicsUpdraftEvent;
  98400. }());
  98401. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98402. /**
  98403. * Represents a physics vortex event
  98404. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98405. */
  98406. var PhysicsVortexEvent = /** @class */ (function () {
  98407. /**
  98408. * Initializes the physics vortex event
  98409. * @param _scene The BabylonJS scene
  98410. * @param _origin The origin position of the vortex
  98411. * @param _radius The radius of the vortex
  98412. * @param _strength The strength of the vortex
  98413. * @param _height The height of the vortex
  98414. */
  98415. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98416. this._scene = _scene;
  98417. this._origin = _origin;
  98418. this._radius = _radius;
  98419. this._strength = _strength;
  98420. this._height = _height;
  98421. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98422. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98423. this._updraftMultiplier = 0.02;
  98424. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98425. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98426. this._physicsEngine = this._scene.getPhysicsEngine();
  98427. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98428. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98429. this._tickCallback = this._tick.bind(this);
  98430. this._prepareCylinder();
  98431. }
  98432. /**
  98433. * Returns the data related to the vortex event (cylinder).
  98434. * @returns The physics vortex event data
  98435. */
  98436. PhysicsVortexEvent.prototype.getData = function () {
  98437. this._dataFetched = true;
  98438. return {
  98439. cylinder: this._cylinder,
  98440. };
  98441. };
  98442. /**
  98443. * Enables the vortex.
  98444. */
  98445. PhysicsVortexEvent.prototype.enable = function () {
  98446. this._tickCallback.call(this);
  98447. this._scene.registerBeforeRender(this._tickCallback);
  98448. };
  98449. /**
  98450. * Disables the cortex.
  98451. */
  98452. PhysicsVortexEvent.prototype.disable = function () {
  98453. this._scene.unregisterBeforeRender(this._tickCallback);
  98454. };
  98455. /**
  98456. * Disposes the sphere.
  98457. * @param force
  98458. */
  98459. PhysicsVortexEvent.prototype.dispose = function (force) {
  98460. var _this = this;
  98461. if (force === void 0) { force = true; }
  98462. if (force) {
  98463. this._cylinder.dispose();
  98464. }
  98465. else {
  98466. setTimeout(function () {
  98467. if (!_this._dataFetched) {
  98468. _this._cylinder.dispose();
  98469. }
  98470. }, 0);
  98471. }
  98472. };
  98473. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98474. if (impostor.mass === 0) {
  98475. return null;
  98476. }
  98477. if (!this._intersectsWithCylinder(impostor)) {
  98478. return null;
  98479. }
  98480. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98481. return null;
  98482. }
  98483. var impostorObjectCenter = impostor.getObjectCenter();
  98484. 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)
  98485. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98486. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98487. var hit = ray.intersectsMesh(impostor.object);
  98488. var contactPoint = hit.pickedPoint;
  98489. if (!contactPoint) {
  98490. return null;
  98491. }
  98492. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98493. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98494. var directionToOrigin = contactPoint.normalize();
  98495. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98496. directionToOrigin = directionToOrigin.negate();
  98497. }
  98498. // TODO: find a more physically based solution
  98499. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98500. var forceX = directionToOrigin.x * this._strength / 8;
  98501. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98502. var forceZ = directionToOrigin.z * this._strength / 8;
  98503. }
  98504. else {
  98505. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98506. var forceY = this._originTop.y * this._updraftMultiplier;
  98507. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98508. }
  98509. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98510. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98511. return { force: force, contactPoint: impostorObjectCenter };
  98512. };
  98513. PhysicsVortexEvent.prototype._tick = function () {
  98514. var _this = this;
  98515. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98516. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98517. if (!impostorForceAndContactPoint) {
  98518. return;
  98519. }
  98520. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98521. });
  98522. };
  98523. /*** Helpers ***/
  98524. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98525. if (!this._cylinder) {
  98526. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98527. height: this._height,
  98528. diameter: this._radius * 2,
  98529. }, this._scene);
  98530. this._cylinder.isVisible = false;
  98531. }
  98532. };
  98533. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98534. var impostorObject = impostor.object;
  98535. this._cylinder.position = this._cylinderPosition;
  98536. return this._cylinder.intersectsMesh(impostorObject, true);
  98537. };
  98538. return PhysicsVortexEvent;
  98539. }());
  98540. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98541. /**
  98542. * The strenght of the force in correspondence to the distance of the affected object
  98543. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98544. */
  98545. var PhysicsRadialImpulseFalloff;
  98546. (function (PhysicsRadialImpulseFalloff) {
  98547. /** Defines that impulse is constant in strength across it's whole radius */
  98548. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98549. /** DEfines that impulse gets weaker if it's further from the origin */
  98550. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98551. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98552. /**
  98553. * The strength of the force in correspondence to the distance of the affected object
  98554. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98555. */
  98556. var PhysicsUpdraftMode;
  98557. (function (PhysicsUpdraftMode) {
  98558. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98559. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98560. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98561. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98562. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98563. })(BABYLON || (BABYLON = {}));
  98564. //# sourceMappingURL=babylon.physicsHelper.js.map
  98565. var BABYLON;
  98566. (function (BABYLON) {
  98567. /** @hidden */
  98568. var CannonJSPlugin = /** @class */ (function () {
  98569. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98570. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98571. if (iterations === void 0) { iterations = 10; }
  98572. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98573. this.name = "CannonJSPlugin";
  98574. this._physicsMaterials = new Array();
  98575. this._fixedTimeStep = 1 / 60;
  98576. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98577. this.BJSCANNON = CANNON;
  98578. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98579. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98580. this._tmpPosition = BABYLON.Vector3.Zero();
  98581. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98582. this._tmpUnityRotation = new BABYLON.Quaternion();
  98583. if (!this.isSupported()) {
  98584. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98585. return;
  98586. }
  98587. this._extendNamespace();
  98588. this.world = new this.BJSCANNON.World();
  98589. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98590. this.world.solver.iterations = iterations;
  98591. }
  98592. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98593. this.world.gravity.copy(gravity);
  98594. };
  98595. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98596. this._fixedTimeStep = timeStep;
  98597. };
  98598. CannonJSPlugin.prototype.getTimeStep = function () {
  98599. return this._fixedTimeStep;
  98600. };
  98601. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98602. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98603. };
  98604. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98605. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98606. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98607. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98608. };
  98609. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98610. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98611. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98612. impostor.physicsBody.applyForce(impulse, worldPoint);
  98613. };
  98614. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98615. //parent-child relationship. Does this impostor has a parent impostor?
  98616. if (impostor.parent) {
  98617. if (impostor.physicsBody) {
  98618. this.removePhysicsBody(impostor);
  98619. //TODO is that needed?
  98620. impostor.forceUpdate();
  98621. }
  98622. return;
  98623. }
  98624. //should a new body be created for this impostor?
  98625. if (impostor.isBodyInitRequired()) {
  98626. var shape = this._createShape(impostor);
  98627. //unregister events, if body is being changed
  98628. var oldBody = impostor.physicsBody;
  98629. if (oldBody) {
  98630. this.removePhysicsBody(impostor);
  98631. }
  98632. //create the body and material
  98633. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98634. var bodyCreationObject = {
  98635. mass: impostor.getParam("mass"),
  98636. material: material
  98637. };
  98638. // A simple extend, in case native options were used.
  98639. var nativeOptions = impostor.getParam("nativeOptions");
  98640. for (var key in nativeOptions) {
  98641. if (nativeOptions.hasOwnProperty(key)) {
  98642. bodyCreationObject[key] = nativeOptions[key];
  98643. }
  98644. }
  98645. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98646. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98647. this.world.addEventListener("preStep", impostor.beforeStep);
  98648. this.world.addEventListener("postStep", impostor.afterStep);
  98649. impostor.physicsBody.addShape(shape);
  98650. this.world.add(impostor.physicsBody);
  98651. //try to keep the body moving in the right direction by taking old properties.
  98652. //Should be tested!
  98653. if (oldBody) {
  98654. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98655. impostor.physicsBody[param].copy(oldBody[param]);
  98656. });
  98657. }
  98658. this._processChildMeshes(impostor);
  98659. }
  98660. //now update the body's transformation
  98661. this._updatePhysicsBodyTransformation(impostor);
  98662. };
  98663. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98664. var _this = this;
  98665. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98666. var currentRotation = mainImpostor.object.rotationQuaternion;
  98667. if (meshChildren.length) {
  98668. var processMesh = function (localPosition, mesh) {
  98669. if (!currentRotation || !mesh.rotationQuaternion) {
  98670. return;
  98671. }
  98672. var childImpostor = mesh.getPhysicsImpostor();
  98673. if (childImpostor) {
  98674. var parent = childImpostor.parent;
  98675. if (parent !== mainImpostor) {
  98676. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98677. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98678. if (childImpostor.physicsBody) {
  98679. _this.removePhysicsBody(childImpostor);
  98680. childImpostor.physicsBody = null;
  98681. }
  98682. childImpostor.parent = mainImpostor;
  98683. childImpostor.resetUpdateFlags();
  98684. 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));
  98685. //Add the mass of the children.
  98686. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98687. }
  98688. }
  98689. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98690. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98691. };
  98692. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98693. }
  98694. };
  98695. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98696. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98697. this.world.removeEventListener("preStep", impostor.beforeStep);
  98698. this.world.removeEventListener("postStep", impostor.afterStep);
  98699. this.world.remove(impostor.physicsBody);
  98700. };
  98701. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98702. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98703. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98704. if (!mainBody || !connectedBody) {
  98705. return;
  98706. }
  98707. var constraint;
  98708. var jointData = impostorJoint.joint.jointData;
  98709. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98710. var constraintData = {
  98711. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98712. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98713. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98714. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98715. maxForce: jointData.nativeParams.maxForce,
  98716. collideConnected: !!jointData.collision
  98717. };
  98718. switch (impostorJoint.joint.type) {
  98719. case BABYLON.PhysicsJoint.HingeJoint:
  98720. case BABYLON.PhysicsJoint.Hinge2Joint:
  98721. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98722. break;
  98723. case BABYLON.PhysicsJoint.DistanceJoint:
  98724. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98725. break;
  98726. case BABYLON.PhysicsJoint.SpringJoint:
  98727. var springData = jointData;
  98728. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98729. restLength: springData.length,
  98730. stiffness: springData.stiffness,
  98731. damping: springData.damping,
  98732. localAnchorA: constraintData.pivotA,
  98733. localAnchorB: constraintData.pivotB
  98734. });
  98735. break;
  98736. case BABYLON.PhysicsJoint.LockJoint:
  98737. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98738. break;
  98739. case BABYLON.PhysicsJoint.PointToPointJoint:
  98740. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98741. default:
  98742. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98743. break;
  98744. }
  98745. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98746. constraint.collideConnected = !!jointData.collision;
  98747. impostorJoint.joint.physicsJoint = constraint;
  98748. //don't add spring as constraint, as it is not one.
  98749. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98750. this.world.addConstraint(constraint);
  98751. }
  98752. else {
  98753. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98754. constraint.applyForce();
  98755. };
  98756. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98757. }
  98758. };
  98759. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98760. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98761. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98762. }
  98763. else {
  98764. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98765. }
  98766. };
  98767. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98768. var index;
  98769. var mat;
  98770. for (index = 0; index < this._physicsMaterials.length; index++) {
  98771. mat = this._physicsMaterials[index];
  98772. if (mat.friction === friction && mat.restitution === restitution) {
  98773. return mat;
  98774. }
  98775. }
  98776. var currentMat = new this.BJSCANNON.Material(name);
  98777. currentMat.friction = friction;
  98778. currentMat.restitution = restitution;
  98779. this._physicsMaterials.push(currentMat);
  98780. return currentMat;
  98781. };
  98782. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98783. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98784. };
  98785. CannonJSPlugin.prototype._createShape = function (impostor) {
  98786. var object = impostor.object;
  98787. var returnValue;
  98788. var extendSize = impostor.getObjectExtendSize();
  98789. switch (impostor.type) {
  98790. case BABYLON.PhysicsImpostor.SphereImpostor:
  98791. var radiusX = extendSize.x;
  98792. var radiusY = extendSize.y;
  98793. var radiusZ = extendSize.z;
  98794. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98795. break;
  98796. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98797. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98798. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98799. break;
  98800. case BABYLON.PhysicsImpostor.BoxImpostor:
  98801. var box = extendSize.scale(0.5);
  98802. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98803. break;
  98804. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98805. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98806. returnValue = new this.BJSCANNON.Plane();
  98807. break;
  98808. case BABYLON.PhysicsImpostor.MeshImpostor:
  98809. // should transform the vertex data to world coordinates!!
  98810. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98811. var rawFaces = object.getIndices ? object.getIndices() : [];
  98812. if (!rawVerts) {
  98813. return;
  98814. }
  98815. // get only scale! so the object could transform correctly.
  98816. var oldPosition = object.position.clone();
  98817. var oldRotation = object.rotation && object.rotation.clone();
  98818. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98819. object.position.copyFromFloats(0, 0, 0);
  98820. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98821. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98822. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98823. var transform = object.computeWorldMatrix(true);
  98824. // convert rawVerts to object space
  98825. var temp = new Array();
  98826. var index;
  98827. for (index = 0; index < rawVerts.length; index += 3) {
  98828. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98829. }
  98830. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98831. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98832. //now set back the transformation!
  98833. object.position.copyFrom(oldPosition);
  98834. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98835. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98836. break;
  98837. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98838. var oldPosition2 = object.position.clone();
  98839. var oldRotation2 = object.rotation && object.rotation.clone();
  98840. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98841. object.position.copyFromFloats(0, 0, 0);
  98842. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98843. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98844. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98845. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98846. returnValue = this._createHeightmap(object);
  98847. object.position.copyFrom(oldPosition2);
  98848. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98849. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98850. object.computeWorldMatrix(true);
  98851. break;
  98852. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98853. returnValue = new this.BJSCANNON.Particle();
  98854. break;
  98855. }
  98856. return returnValue;
  98857. };
  98858. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98859. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98860. var transform = object.computeWorldMatrix(true);
  98861. // convert rawVerts to object space
  98862. var temp = new Array();
  98863. var index;
  98864. for (index = 0; index < pos.length; index += 3) {
  98865. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98866. }
  98867. pos = temp;
  98868. var matrix = new Array();
  98869. //For now pointDepth will not be used and will be automatically calculated.
  98870. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98871. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98872. var boundingInfo = object.getBoundingInfo();
  98873. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98874. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98875. var elementSize = dim * 2 / arraySize;
  98876. for (var i = 0; i < pos.length; i = i + 3) {
  98877. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98878. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98879. var y = -pos[i + 2] + minY;
  98880. if (!matrix[x]) {
  98881. matrix[x] = [];
  98882. }
  98883. if (!matrix[x][z]) {
  98884. matrix[x][z] = y;
  98885. }
  98886. matrix[x][z] = Math.max(y, matrix[x][z]);
  98887. }
  98888. for (var x = 0; x <= arraySize; ++x) {
  98889. if (!matrix[x]) {
  98890. var loc = 1;
  98891. while (!matrix[(x + loc) % arraySize]) {
  98892. loc++;
  98893. }
  98894. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98895. //console.log("missing x", x);
  98896. }
  98897. for (var z = 0; z <= arraySize; ++z) {
  98898. if (!matrix[x][z]) {
  98899. var loc = 1;
  98900. var newValue;
  98901. while (newValue === undefined) {
  98902. newValue = matrix[x][(z + loc++) % arraySize];
  98903. }
  98904. matrix[x][z] = newValue;
  98905. }
  98906. }
  98907. }
  98908. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98909. elementSize: elementSize
  98910. });
  98911. //For future reference, needed for body transformation
  98912. shape.minY = minY;
  98913. return shape;
  98914. };
  98915. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98916. var object = impostor.object;
  98917. //make sure it is updated...
  98918. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98919. // The delta between the mesh position and the mesh bounding box center
  98920. var bInfo = object.getBoundingInfo();
  98921. if (!bInfo) {
  98922. return;
  98923. }
  98924. var center = impostor.getObjectCenter();
  98925. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98926. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98927. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98928. this._tmpPosition.copyFrom(center);
  98929. var quaternion = object.rotationQuaternion;
  98930. if (!quaternion) {
  98931. return;
  98932. }
  98933. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98934. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98935. //-90 DEG in X, precalculated
  98936. quaternion = quaternion.multiply(this._minus90X);
  98937. //Invert! (Precalculated, 90 deg in X)
  98938. //No need to clone. this will never change.
  98939. impostor.setDeltaRotation(this._plus90X);
  98940. }
  98941. //If it is a heightfield, if should be centered.
  98942. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98943. var mesh = object;
  98944. var boundingInfo = mesh.getBoundingInfo();
  98945. //calculate the correct body position:
  98946. var rotationQuaternion = mesh.rotationQuaternion;
  98947. mesh.rotationQuaternion = this._tmpUnityRotation;
  98948. mesh.computeWorldMatrix(true);
  98949. //get original center with no rotation
  98950. var c = center.clone();
  98951. var oldPivot = mesh.getPivotMatrix();
  98952. if (oldPivot) {
  98953. // create a copy the pivot Matrix as it is modified in place
  98954. oldPivot = oldPivot.clone();
  98955. }
  98956. else {
  98957. oldPivot = BABYLON.Matrix.Identity();
  98958. }
  98959. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98960. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98961. mesh.setPreTransformMatrix(p);
  98962. mesh.computeWorldMatrix(true);
  98963. //calculate the translation
  98964. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98965. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98966. //add it inverted to the delta
  98967. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98968. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98969. //rotation is back
  98970. mesh.rotationQuaternion = rotationQuaternion;
  98971. mesh.setPreTransformMatrix(oldPivot);
  98972. mesh.computeWorldMatrix(true);
  98973. }
  98974. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98975. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98976. //this._tmpPosition.copyFrom(object.position);
  98977. }
  98978. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98979. //Now update the impostor object
  98980. impostor.physicsBody.position.copy(this._tmpPosition);
  98981. impostor.physicsBody.quaternion.copy(quaternion);
  98982. };
  98983. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98984. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98985. if (impostor.object.rotationQuaternion) {
  98986. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98987. }
  98988. };
  98989. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98990. impostor.physicsBody.position.copy(newPosition);
  98991. impostor.physicsBody.quaternion.copy(newRotation);
  98992. };
  98993. CannonJSPlugin.prototype.isSupported = function () {
  98994. return this.BJSCANNON !== undefined;
  98995. };
  98996. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98997. impostor.physicsBody.velocity.copy(velocity);
  98998. };
  98999. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99000. impostor.physicsBody.angularVelocity.copy(velocity);
  99001. };
  99002. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99003. var v = impostor.physicsBody.velocity;
  99004. if (!v) {
  99005. return null;
  99006. }
  99007. return new BABYLON.Vector3(v.x, v.y, v.z);
  99008. };
  99009. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99010. var v = impostor.physicsBody.angularVelocity;
  99011. if (!v) {
  99012. return null;
  99013. }
  99014. return new BABYLON.Vector3(v.x, v.y, v.z);
  99015. };
  99016. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99017. impostor.physicsBody.mass = mass;
  99018. impostor.physicsBody.updateMassProperties();
  99019. };
  99020. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99021. return impostor.physicsBody.mass;
  99022. };
  99023. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99024. return impostor.physicsBody.material.friction;
  99025. };
  99026. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99027. impostor.physicsBody.material.friction = friction;
  99028. };
  99029. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99030. return impostor.physicsBody.material.restitution;
  99031. };
  99032. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99033. impostor.physicsBody.material.restitution = restitution;
  99034. };
  99035. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99036. impostor.physicsBody.sleep();
  99037. };
  99038. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99039. impostor.physicsBody.wakeUp();
  99040. };
  99041. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99042. joint.physicsJoint.distance = maxDistance;
  99043. };
  99044. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99045. // if (!motorIndex) {
  99046. // joint.physicsJoint.enableMotor();
  99047. // }
  99048. // }
  99049. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99050. // if (!motorIndex) {
  99051. // joint.physicsJoint.disableMotor();
  99052. // }
  99053. // }
  99054. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99055. if (!motorIndex) {
  99056. joint.physicsJoint.enableMotor();
  99057. joint.physicsJoint.setMotorSpeed(speed);
  99058. if (maxForce) {
  99059. this.setLimit(joint, maxForce);
  99060. }
  99061. }
  99062. };
  99063. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99064. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99065. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99066. };
  99067. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99068. var body = impostor.physicsBody;
  99069. mesh.position.x = body.position.x;
  99070. mesh.position.y = body.position.y;
  99071. mesh.position.z = body.position.z;
  99072. if (mesh.rotationQuaternion) {
  99073. mesh.rotationQuaternion.x = body.quaternion.x;
  99074. mesh.rotationQuaternion.y = body.quaternion.y;
  99075. mesh.rotationQuaternion.z = body.quaternion.z;
  99076. mesh.rotationQuaternion.w = body.quaternion.w;
  99077. }
  99078. };
  99079. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99080. var shape = impostor.physicsBody.shapes[0];
  99081. return shape.boundingSphereRadius;
  99082. };
  99083. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99084. var shape = impostor.physicsBody.shapes[0];
  99085. result.x = shape.halfExtents.x * 2;
  99086. result.y = shape.halfExtents.y * 2;
  99087. result.z = shape.halfExtents.z * 2;
  99088. };
  99089. CannonJSPlugin.prototype.dispose = function () {
  99090. };
  99091. CannonJSPlugin.prototype._extendNamespace = function () {
  99092. //this will force cannon to execute at least one step when using interpolation
  99093. var step_tmp1 = new this.BJSCANNON.Vec3();
  99094. var Engine = this.BJSCANNON;
  99095. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99096. maxSubSteps = maxSubSteps || 10;
  99097. timeSinceLastCalled = timeSinceLastCalled || 0;
  99098. if (timeSinceLastCalled === 0) {
  99099. this.internalStep(dt);
  99100. this.time += dt;
  99101. }
  99102. else {
  99103. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99104. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99105. var t0 = performance.now();
  99106. for (var i = 0; i !== internalSteps; i++) {
  99107. this.internalStep(dt);
  99108. if (performance.now() - t0 > dt * 1000) {
  99109. break;
  99110. }
  99111. }
  99112. this.time += timeSinceLastCalled;
  99113. var h = this.time % dt;
  99114. var h_div_dt = h / dt;
  99115. var interpvelo = step_tmp1;
  99116. var bodies = this.bodies;
  99117. for (var j = 0; j !== bodies.length; j++) {
  99118. var b = bodies[j];
  99119. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99120. b.position.vsub(b.previousPosition, interpvelo);
  99121. interpvelo.scale(h_div_dt, interpvelo);
  99122. b.position.vadd(interpvelo, b.interpolatedPosition);
  99123. }
  99124. else {
  99125. b.interpolatedPosition.copy(b.position);
  99126. b.interpolatedQuaternion.copy(b.quaternion);
  99127. }
  99128. }
  99129. }
  99130. };
  99131. };
  99132. return CannonJSPlugin;
  99133. }());
  99134. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99135. })(BABYLON || (BABYLON = {}));
  99136. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99137. var BABYLON;
  99138. (function (BABYLON) {
  99139. /**
  99140. * AmmoJS Physics plugin
  99141. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99142. * @see https://github.com/kripken/ammo.js/
  99143. */
  99144. var AmmoJSPlugin = /** @class */ (function () {
  99145. /**
  99146. * Initializes the ammoJS plugin
  99147. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99148. */
  99149. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99150. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99151. var _this = this;
  99152. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99153. /**
  99154. * Name of the plugin
  99155. */
  99156. this.name = "AmmoJSPlugin";
  99157. this._timeStep = 1 / 60;
  99158. this._maxSteps = 5;
  99159. this._tmpQuaternion = new BABYLON.Quaternion();
  99160. this._tmpContactCallbackResult = false;
  99161. if (typeof Ammo === "function") {
  99162. Ammo();
  99163. }
  99164. this.bjsAMMO = Ammo;
  99165. if (!this.isSupported()) {
  99166. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99167. return;
  99168. }
  99169. // Initialize the physics world
  99170. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99171. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99172. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99173. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99174. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99175. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99176. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99177. // Create temp ammo variables
  99178. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99179. this._tmpAmmoTransform.setIdentity();
  99180. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99181. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99182. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99183. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99184. }
  99185. /**
  99186. * Sets the gravity of the physics world (m/(s^2))
  99187. * @param gravity Gravity to set
  99188. */
  99189. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99190. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99191. this.world.setGravity(this._tmpAmmoVectorA);
  99192. };
  99193. /**
  99194. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99195. * @param timeStep timestep to use in seconds
  99196. */
  99197. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99198. this._timeStep = timeStep;
  99199. };
  99200. /**
  99201. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99202. * @returns the current timestep in seconds
  99203. */
  99204. AmmoJSPlugin.prototype.getTimeStep = function () {
  99205. return this._timeStep;
  99206. };
  99207. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99208. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99209. this._tmpContactCallbackResult = false;
  99210. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99211. return this._tmpContactCallbackResult;
  99212. };
  99213. // Ammo's collision events have some weird quirks
  99214. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99215. // so only fire event if both contactTest and contactPairTest have a hit
  99216. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99217. this._tmpContactCallbackResult = false;
  99218. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99219. return this._tmpContactCallbackResult;
  99220. };
  99221. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99222. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99223. //
  99224. // When maxSteps is 0 do the entire simulation in one step
  99225. // 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)
  99226. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99227. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99228. if (timeStep === void 0) { timeStep = 1 / 60; }
  99229. if (maxSteps === void 0) { maxSteps = 10; }
  99230. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99231. if (maxSteps == 0) {
  99232. this.world.stepSimulation(timeStep, 0);
  99233. }
  99234. else {
  99235. while (maxSteps > 0 && timeStep > 0) {
  99236. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99237. this.world.stepSimulation(timeStep, 0);
  99238. timeStep = 0;
  99239. }
  99240. else {
  99241. timeStep -= fixedTimeStep;
  99242. this.world.stepSimulation(fixedTimeStep, 0);
  99243. }
  99244. maxSteps--;
  99245. }
  99246. }
  99247. };
  99248. /**
  99249. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99250. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99251. * After the step the babylon meshes are set to the position of the physics imposters
  99252. * @param delta amount of time to step forward
  99253. * @param impostors array of imposters to update before/after the step
  99254. */
  99255. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99256. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99257. var impostor = impostors_1[_i];
  99258. // Update physics world objects to match babylon world
  99259. impostor.beforeStep();
  99260. }
  99261. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps);
  99262. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99263. var mainImpostor = impostors_2[_a];
  99264. // After physics update make babylon world objects match physics world objects
  99265. mainImpostor.afterStep();
  99266. // Handle collision event
  99267. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99268. if (this._isImpostorInContact(mainImpostor)) {
  99269. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99270. var collideCallback = _c[_b];
  99271. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99272. var otherImpostor = _e[_d];
  99273. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99274. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99275. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99276. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99277. }
  99278. }
  99279. }
  99280. }
  99281. }
  99282. }
  99283. }
  99284. };
  99285. /**
  99286. * Applies an implulse on the imposter
  99287. * @param impostor imposter to apply impulse
  99288. * @param force amount of force to be applied to the imposter
  99289. * @param contactPoint the location to apply the impulse on the imposter
  99290. */
  99291. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99292. var worldPoint = this._tmpAmmoVectorA;
  99293. var impulse = this._tmpAmmoVectorB;
  99294. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99295. impulse.setValue(force.x, force.y, force.z);
  99296. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99297. };
  99298. /**
  99299. * Applies a force on the imposter
  99300. * @param impostor imposter to apply force
  99301. * @param force amount of force to be applied to the imposter
  99302. * @param contactPoint the location to apply the force on the imposter
  99303. */
  99304. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99305. var worldPoint = this._tmpAmmoVectorA;
  99306. var impulse = this._tmpAmmoVectorB;
  99307. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99308. impulse.setValue(force.x, force.y, force.z);
  99309. impostor.physicsBody.applyForce(impulse, worldPoint);
  99310. };
  99311. /**
  99312. * Creates a physics body using the plugin
  99313. * @param impostor the imposter to create the physics body on
  99314. */
  99315. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99316. impostor._pluginData = { toDispose: [] };
  99317. //parent-child relationship
  99318. if (impostor.parent) {
  99319. if (impostor.physicsBody) {
  99320. this.removePhysicsBody(impostor);
  99321. impostor.forceUpdate();
  99322. }
  99323. return;
  99324. }
  99325. if (impostor.isBodyInitRequired()) {
  99326. var colShape = this._createShape(impostor);
  99327. var mass = impostor.getParam("mass");
  99328. impostor._pluginData.mass = mass;
  99329. var localInertia = new Ammo.btVector3(0, 0, 0);
  99330. var startTransform = new Ammo.btTransform();
  99331. startTransform.setIdentity();
  99332. if (mass !== 0) {
  99333. colShape.calculateLocalInertia(mass, localInertia);
  99334. }
  99335. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99336. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99337. startTransform.setOrigin(this._tmpAmmoVectorA);
  99338. startTransform.setRotation(this._tmpAmmoQuaternion);
  99339. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99340. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99341. var body = new Ammo.btRigidBody(rbInfo);
  99342. // Make objects kinematic if it's mass is 0
  99343. if (mass === 0) {
  99344. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99345. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99346. }
  99347. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99348. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99349. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99350. }
  99351. body.setRestitution(impostor.getParam("restitution"));
  99352. this.world.addRigidBody(body);
  99353. impostor.physicsBody = body;
  99354. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99355. }
  99356. };
  99357. /**
  99358. * Removes the physics body from the imposter and disposes of the body's memory
  99359. * @param impostor imposter to remove the physics body from
  99360. */
  99361. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99362. var _this = this;
  99363. if (this.world) {
  99364. this.world.removeRigidBody(impostor.physicsBody);
  99365. impostor._pluginData.toDispose.forEach(function (d) {
  99366. _this.bjsAMMO.destroy(d);
  99367. });
  99368. }
  99369. };
  99370. /**
  99371. * Generates a joint
  99372. * @param impostorJoint the imposter joint to create the joint with
  99373. */
  99374. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99375. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99376. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99377. if (!mainBody || !connectedBody) {
  99378. return;
  99379. }
  99380. var jointData = impostorJoint.joint.jointData;
  99381. if (!jointData.mainPivot) {
  99382. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99383. }
  99384. if (!jointData.connectedPivot) {
  99385. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99386. }
  99387. var joint;
  99388. switch (impostorJoint.joint.type) {
  99389. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99390. 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));
  99391. break;
  99392. default:
  99393. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99394. 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));
  99395. break;
  99396. }
  99397. this.world.addConstraint(joint, true);
  99398. impostorJoint.joint.physicsJoint = joint;
  99399. };
  99400. /**
  99401. * Removes a joint
  99402. * @param impostorJoint the imposter joint to remove the joint from
  99403. */
  99404. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99405. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99406. };
  99407. // adds all verticies (including child verticies) to the triangle mesh
  99408. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99409. var _this = this;
  99410. var triangleCount = 0;
  99411. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99412. var indices = object.getIndices();
  99413. if (!indices) {
  99414. indices = [];
  99415. }
  99416. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99417. if (!vertexPositions) {
  99418. vertexPositions = [];
  99419. }
  99420. object.computeWorldMatrix(false);
  99421. var faceCount = indices.length / 3;
  99422. for (var i = 0; i < faceCount; i++) {
  99423. var triPoints = [];
  99424. for (var point = 0; point < 3; point++) {
  99425. 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]);
  99426. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99427. v.subtractInPlace(topLevelObject.position);
  99428. var vec;
  99429. if (point == 0) {
  99430. vec = this._tmpAmmoVectorA;
  99431. }
  99432. else if (point == 1) {
  99433. vec = this._tmpAmmoVectorB;
  99434. }
  99435. else {
  99436. vec = this._tmpAmmoVectorC;
  99437. }
  99438. vec.setValue(v.x, v.y, v.z);
  99439. triPoints.push(vec);
  99440. }
  99441. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99442. triangleCount++;
  99443. }
  99444. object.getChildMeshes().forEach(function (m) {
  99445. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99446. });
  99447. }
  99448. return triangleCount;
  99449. };
  99450. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99451. var _this = this;
  99452. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99453. var object = impostor.object;
  99454. var returnValue;
  99455. var extendSize = impostor.getObjectExtendSize();
  99456. if (!ignoreChildren) {
  99457. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99458. if (meshChildren.length > 0) {
  99459. returnValue = new Ammo.btCompoundShape();
  99460. // Add shape of all children to the compound shape
  99461. meshChildren.forEach(function (childMesh) {
  99462. var childImpostor = childMesh.getPhysicsImpostor();
  99463. if (childImpostor) {
  99464. var shape = _this._createShape(childImpostor);
  99465. // Position needs to be scaled based on parent's scaling
  99466. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99467. var s = new BABYLON.Vector3();
  99468. parentMat.decompose(s);
  99469. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99470. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99471. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99472. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99473. childImpostor.dispose();
  99474. }
  99475. });
  99476. // Add parents shape as a child if present
  99477. var shape = this._createShape(impostor, true);
  99478. if (shape) {
  99479. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99480. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99481. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99482. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99483. }
  99484. return returnValue;
  99485. }
  99486. }
  99487. switch (impostor.type) {
  99488. case BABYLON.PhysicsImpostor.SphereImpostor:
  99489. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99490. break;
  99491. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99492. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99493. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99494. break;
  99495. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99496. case BABYLON.PhysicsImpostor.BoxImpostor:
  99497. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99498. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99499. break;
  99500. case BABYLON.PhysicsImpostor.MeshImpostor:
  99501. var tetraMesh = new Ammo.btTriangleMesh();
  99502. impostor._pluginData.toDispose.concat([tetraMesh]);
  99503. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99504. if (triangeCount == 0) {
  99505. returnValue = new Ammo.btCompoundShape();
  99506. }
  99507. else {
  99508. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99509. }
  99510. break;
  99511. case BABYLON.PhysicsImpostor.NoImpostor:
  99512. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99513. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99514. break;
  99515. }
  99516. return returnValue;
  99517. };
  99518. /**
  99519. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99520. * @param impostor imposter containing the physics body and babylon object
  99521. */
  99522. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99523. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99524. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99525. if (!impostor.object.rotationQuaternion) {
  99526. if (impostor.object.rotation) {
  99527. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99528. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99529. }
  99530. }
  99531. else {
  99532. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99533. }
  99534. };
  99535. /**
  99536. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99537. * @param impostor imposter containing the physics body and babylon object
  99538. * @param newPosition new position
  99539. * @param newRotation new rotation
  99540. */
  99541. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99542. var trans = impostor.physicsBody.getWorldTransform();
  99543. // If rotation/position has changed update and activate riged body
  99544. if (trans.getOrigin().x() != newPosition.x ||
  99545. trans.getOrigin().y() != newPosition.y ||
  99546. trans.getOrigin().z() != newPosition.z ||
  99547. trans.getRotation().x() != newRotation.x ||
  99548. trans.getRotation().y() != newRotation.y ||
  99549. trans.getRotation().z() != newRotation.z ||
  99550. trans.getRotation().w() != newRotation.w) {
  99551. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99552. trans.setOrigin(this._tmpAmmoVectorA);
  99553. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99554. trans.setRotation(this._tmpAmmoQuaternion);
  99555. impostor.physicsBody.setWorldTransform(trans);
  99556. if (impostor.mass == 0) {
  99557. // Kinematic objects must be updated using motion state
  99558. var motionState = impostor.physicsBody.getMotionState();
  99559. if (motionState) {
  99560. motionState.setWorldTransform(trans);
  99561. }
  99562. }
  99563. else {
  99564. impostor.physicsBody.activate();
  99565. }
  99566. }
  99567. };
  99568. /**
  99569. * If this plugin is supported
  99570. * @returns true if its supported
  99571. */
  99572. AmmoJSPlugin.prototype.isSupported = function () {
  99573. return this.bjsAMMO !== undefined;
  99574. };
  99575. /**
  99576. * Sets the linear velocity of the physics body
  99577. * @param impostor imposter to set the velocity on
  99578. * @param velocity velocity to set
  99579. */
  99580. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99581. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99582. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99583. };
  99584. /**
  99585. * Sets the angular velocity of the physics body
  99586. * @param impostor imposter to set the velocity on
  99587. * @param velocity velocity to set
  99588. */
  99589. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99590. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99591. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99592. };
  99593. /**
  99594. * gets the linear velocity
  99595. * @param impostor imposter to get linear velocity from
  99596. * @returns linear velocity
  99597. */
  99598. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99599. var v = impostor.physicsBody.getLinearVelocity();
  99600. if (!v) {
  99601. return null;
  99602. }
  99603. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99604. };
  99605. /**
  99606. * gets the angular velocity
  99607. * @param impostor imposter to get angular velocity from
  99608. * @returns angular velocity
  99609. */
  99610. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99611. var v = impostor.physicsBody.getAngularVelocity();
  99612. if (!v) {
  99613. return null;
  99614. }
  99615. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99616. };
  99617. /**
  99618. * Sets the mass of physics body
  99619. * @param impostor imposter to set the mass on
  99620. * @param mass mass to set
  99621. */
  99622. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99623. impostor.physicsBody.setMassProps(mass);
  99624. impostor._pluginData.mass = mass;
  99625. };
  99626. /**
  99627. * Gets the mass of the physics body
  99628. * @param impostor imposter to get the mass from
  99629. * @returns mass
  99630. */
  99631. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99632. return impostor._pluginData.mass;
  99633. };
  99634. /**
  99635. * Gets friction of the impostor
  99636. * @param impostor impostor to get friction from
  99637. * @returns friction value
  99638. */
  99639. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99640. return impostor.physicsBody.getFriction();
  99641. };
  99642. /**
  99643. * Sets friction of the impostor
  99644. * @param impostor impostor to set friction on
  99645. * @param friction friction value
  99646. */
  99647. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99648. impostor.physicsBody.setFriction(friction);
  99649. };
  99650. /**
  99651. * Gets restitution of the impostor
  99652. * @param impostor impostor to get restitution from
  99653. * @returns restitution value
  99654. */
  99655. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99656. return impostor.physicsBody.getRestitution();
  99657. };
  99658. /**
  99659. * Sets resitution of the impostor
  99660. * @param impostor impostor to set resitution on
  99661. * @param restitution resitution value
  99662. */
  99663. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99664. impostor.physicsBody.setRestitution(restitution);
  99665. };
  99666. /**
  99667. * Sleeps the physics body and stops it from being active
  99668. * @param impostor impostor to sleep
  99669. */
  99670. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99671. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99672. };
  99673. /**
  99674. * Activates the physics body
  99675. * @param impostor impostor to activate
  99676. */
  99677. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99678. impostor.physicsBody.activate();
  99679. };
  99680. /**
  99681. * Updates the distance parameters of the joint
  99682. * @param joint joint to update
  99683. * @param maxDistance maximum distance of the joint
  99684. * @param minDistance minimum distance of the joint
  99685. */
  99686. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99687. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99688. };
  99689. /**
  99690. * Sets a motor on the joint
  99691. * @param joint joint to set motor on
  99692. * @param speed speed of the motor
  99693. * @param maxForce maximum force of the motor
  99694. * @param motorIndex index of the motor
  99695. */
  99696. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99697. BABYLON.Tools.Warn("setMotor is not currently supported by the Ammo physics plugin");
  99698. };
  99699. /**
  99700. * Sets the motors limit
  99701. * @param joint joint to set limit on
  99702. * @param upperLimit upper limit
  99703. * @param lowerLimit lower limit
  99704. */
  99705. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99706. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99707. };
  99708. /**
  99709. * Syncs the position and rotation of a mesh with the impostor
  99710. * @param mesh mesh to sync
  99711. * @param impostor impostor to update the mesh with
  99712. */
  99713. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99714. var body = impostor.physicsBody;
  99715. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99716. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99717. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99718. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99719. if (mesh.rotationQuaternion) {
  99720. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99721. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99722. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99723. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99724. }
  99725. };
  99726. /**
  99727. * Gets the radius of the impostor
  99728. * @param impostor impostor to get radius from
  99729. * @returns the radius
  99730. */
  99731. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99732. var exntend = impostor.getObjectExtendSize();
  99733. return exntend.x / 2;
  99734. };
  99735. /**
  99736. * Gets the box size of the impostor
  99737. * @param impostor impostor to get box size from
  99738. * @param result the resulting box size
  99739. */
  99740. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99741. var exntend = impostor.getObjectExtendSize();
  99742. result.x = exntend.x;
  99743. result.y = exntend.y;
  99744. result.z = exntend.z;
  99745. };
  99746. /**
  99747. * Disposes of the impostor
  99748. */
  99749. AmmoJSPlugin.prototype.dispose = function () {
  99750. // Dispose of world
  99751. Ammo.destroy(this.world);
  99752. Ammo.destroy(this._solver);
  99753. Ammo.destroy(this._overlappingPairCache);
  99754. Ammo.destroy(this._dispatcher);
  99755. Ammo.destroy(this._collisionConfiguration);
  99756. // Dispose of tmp variables
  99757. Ammo.destroy(this._tmpAmmoVectorA);
  99758. Ammo.destroy(this._tmpAmmoVectorB);
  99759. Ammo.destroy(this._tmpAmmoVectorC);
  99760. Ammo.destroy(this._tmpAmmoTransform);
  99761. Ammo.destroy(this._tmpAmmoQuaternion);
  99762. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99763. this.world = null;
  99764. };
  99765. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99766. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99767. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99768. return AmmoJSPlugin;
  99769. }());
  99770. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99771. })(BABYLON || (BABYLON = {}));
  99772. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99773. var BABYLON;
  99774. (function (BABYLON) {
  99775. /** @hidden */
  99776. var OimoJSPlugin = /** @class */ (function () {
  99777. function OimoJSPlugin(iterations) {
  99778. this.name = "OimoJSPlugin";
  99779. this._tmpImpostorsArray = [];
  99780. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99781. this.BJSOIMO = OIMO;
  99782. this.world = new this.BJSOIMO.World({
  99783. iterations: iterations
  99784. });
  99785. this.world.clear();
  99786. }
  99787. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99788. this.world.gravity.copy(gravity);
  99789. };
  99790. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99791. this.world.timeStep = timeStep;
  99792. };
  99793. OimoJSPlugin.prototype.getTimeStep = function () {
  99794. return this.world.timeStep;
  99795. };
  99796. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99797. var _this = this;
  99798. impostors.forEach(function (impostor) {
  99799. impostor.beforeStep();
  99800. });
  99801. this.world.step();
  99802. impostors.forEach(function (impostor) {
  99803. impostor.afterStep();
  99804. //update the ordered impostors array
  99805. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99806. });
  99807. //check for collisions
  99808. var contact = this.world.contacts;
  99809. while (contact !== null) {
  99810. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99811. contact = contact.next;
  99812. continue;
  99813. }
  99814. //is this body colliding with any other? get the impostor
  99815. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99816. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99817. if (!mainImpostor || !collidingImpostor) {
  99818. contact = contact.next;
  99819. continue;
  99820. }
  99821. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99822. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99823. contact = contact.next;
  99824. }
  99825. };
  99826. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99827. var mass = impostor.physicsBody.mass;
  99828. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99829. };
  99830. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99831. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99832. this.applyImpulse(impostor, force, contactPoint);
  99833. };
  99834. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99835. var _this = this;
  99836. //parent-child relationship. Does this impostor has a parent impostor?
  99837. if (impostor.parent) {
  99838. if (impostor.physicsBody) {
  99839. this.removePhysicsBody(impostor);
  99840. //TODO is that needed?
  99841. impostor.forceUpdate();
  99842. }
  99843. return;
  99844. }
  99845. if (impostor.isBodyInitRequired()) {
  99846. var bodyConfig = {
  99847. name: impostor.uniqueId,
  99848. //Oimo must have mass, also for static objects.
  99849. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99850. size: [],
  99851. type: [],
  99852. pos: [],
  99853. posShape: [],
  99854. rot: [],
  99855. rotShape: [],
  99856. move: impostor.getParam("mass") !== 0,
  99857. density: impostor.getParam("mass"),
  99858. friction: impostor.getParam("friction"),
  99859. restitution: impostor.getParam("restitution"),
  99860. //Supporting older versions of Oimo
  99861. world: this.world
  99862. };
  99863. var impostors = [impostor];
  99864. var addToArray = function (parent) {
  99865. if (!parent.getChildMeshes) {
  99866. return;
  99867. }
  99868. parent.getChildMeshes().forEach(function (m) {
  99869. if (m.physicsImpostor) {
  99870. impostors.push(m.physicsImpostor);
  99871. //m.physicsImpostor._init();
  99872. }
  99873. });
  99874. };
  99875. addToArray(impostor.object);
  99876. var checkWithEpsilon_1 = function (value) {
  99877. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99878. };
  99879. var globalQuaternion_1 = new BABYLON.Quaternion();
  99880. impostors.forEach(function (i) {
  99881. if (!i.object.rotationQuaternion) {
  99882. return;
  99883. }
  99884. //get the correct bounding box
  99885. var oldQuaternion = i.object.rotationQuaternion;
  99886. globalQuaternion_1 = oldQuaternion.clone();
  99887. var rot = oldQuaternion.toEulerAngles();
  99888. var extendSize = i.getObjectExtendSize();
  99889. var radToDeg = 57.295779513082320876;
  99890. if (i === impostor) {
  99891. var center = impostor.getObjectCenter();
  99892. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99893. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99894. //Can also use Array.prototype.push.apply
  99895. bodyConfig.pos.push(center.x);
  99896. bodyConfig.pos.push(center.y);
  99897. bodyConfig.pos.push(center.z);
  99898. bodyConfig.posShape.push(0, 0, 0);
  99899. bodyConfig.rotShape.push(0, 0, 0);
  99900. }
  99901. else {
  99902. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99903. bodyConfig.posShape.push(localPosition.x);
  99904. bodyConfig.posShape.push(localPosition.y);
  99905. bodyConfig.posShape.push(localPosition.z);
  99906. bodyConfig.pos.push(0, 0, 0);
  99907. bodyConfig.rotShape.push(rot.x * radToDeg);
  99908. bodyConfig.rotShape.push(rot.y * radToDeg);
  99909. bodyConfig.rotShape.push(rot.z * radToDeg);
  99910. }
  99911. // register mesh
  99912. switch (i.type) {
  99913. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99914. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99915. case BABYLON.PhysicsImpostor.SphereImpostor:
  99916. var radiusX = extendSize.x;
  99917. var radiusY = extendSize.y;
  99918. var radiusZ = extendSize.z;
  99919. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99920. bodyConfig.type.push('sphere');
  99921. //due to the way oimo works with compounds, add 3 times
  99922. bodyConfig.size.push(size);
  99923. bodyConfig.size.push(size);
  99924. bodyConfig.size.push(size);
  99925. break;
  99926. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99927. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99928. var sizeY = checkWithEpsilon_1(extendSize.y);
  99929. bodyConfig.type.push('cylinder');
  99930. bodyConfig.size.push(sizeX);
  99931. bodyConfig.size.push(sizeY);
  99932. //due to the way oimo works with compounds, add one more value.
  99933. bodyConfig.size.push(sizeY);
  99934. break;
  99935. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99936. case BABYLON.PhysicsImpostor.BoxImpostor:
  99937. default:
  99938. var sizeX = checkWithEpsilon_1(extendSize.x);
  99939. var sizeY = checkWithEpsilon_1(extendSize.y);
  99940. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99941. bodyConfig.type.push('box');
  99942. //if (i === impostor) {
  99943. bodyConfig.size.push(sizeX);
  99944. bodyConfig.size.push(sizeY);
  99945. bodyConfig.size.push(sizeZ);
  99946. //} else {
  99947. // bodyConfig.size.push(0,0,0);
  99948. //}
  99949. break;
  99950. }
  99951. //actually not needed, but hey...
  99952. i.object.rotationQuaternion = oldQuaternion;
  99953. });
  99954. impostor.physicsBody = this.world.add(bodyConfig);
  99955. // set the quaternion, ignoring the previously defined (euler) rotation
  99956. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99957. // update with delta 0, so the body will reveive the new rotation.
  99958. impostor.physicsBody.updatePosition(0);
  99959. }
  99960. else {
  99961. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99962. }
  99963. impostor.setDeltaPosition(this._tmpPositionVector);
  99964. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99965. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99966. };
  99967. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99968. //impostor.physicsBody.dispose();
  99969. //Same as : (older oimo versions)
  99970. this.world.removeRigidBody(impostor.physicsBody);
  99971. };
  99972. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99973. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99974. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99975. if (!mainBody || !connectedBody) {
  99976. return;
  99977. }
  99978. var jointData = impostorJoint.joint.jointData;
  99979. var options = jointData.nativeParams || {};
  99980. var type;
  99981. var nativeJointData = {
  99982. body1: mainBody,
  99983. body2: connectedBody,
  99984. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99985. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99986. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99987. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99988. min: options.min,
  99989. max: options.max,
  99990. collision: options.collision || jointData.collision,
  99991. spring: options.spring,
  99992. //supporting older version of Oimo
  99993. world: this.world
  99994. };
  99995. switch (impostorJoint.joint.type) {
  99996. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99997. type = "jointBall";
  99998. break;
  99999. case BABYLON.PhysicsJoint.SpringJoint:
  100000. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100001. var springData = jointData;
  100002. nativeJointData.min = springData.length || nativeJointData.min;
  100003. //Max should also be set, just make sure it is at least min
  100004. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100005. case BABYLON.PhysicsJoint.DistanceJoint:
  100006. type = "jointDistance";
  100007. nativeJointData.max = jointData.maxDistance;
  100008. break;
  100009. case BABYLON.PhysicsJoint.PrismaticJoint:
  100010. type = "jointPrisme";
  100011. break;
  100012. case BABYLON.PhysicsJoint.SliderJoint:
  100013. type = "jointSlide";
  100014. break;
  100015. case BABYLON.PhysicsJoint.WheelJoint:
  100016. type = "jointWheel";
  100017. break;
  100018. case BABYLON.PhysicsJoint.HingeJoint:
  100019. default:
  100020. type = "jointHinge";
  100021. break;
  100022. }
  100023. nativeJointData.type = type;
  100024. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100025. };
  100026. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100027. //Bug in Oimo prevents us from disposing a joint in the playground
  100028. //joint.joint.physicsJoint.dispose();
  100029. //So we will bruteforce it!
  100030. try {
  100031. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100032. }
  100033. catch (e) {
  100034. BABYLON.Tools.Warn(e);
  100035. }
  100036. };
  100037. OimoJSPlugin.prototype.isSupported = function () {
  100038. return this.BJSOIMO !== undefined;
  100039. };
  100040. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100041. if (!impostor.physicsBody.sleeping) {
  100042. //TODO check that
  100043. /*if (impostor.physicsBody.shapes.next) {
  100044. var parentShape = this._getLastShape(impostor.physicsBody);
  100045. impostor.object.position.copyFrom(parentShape.position);
  100046. console.log(parentShape.position);
  100047. } else {*/
  100048. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100049. //}
  100050. if (impostor.object.rotationQuaternion) {
  100051. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100052. }
  100053. }
  100054. };
  100055. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100056. var body = impostor.physicsBody;
  100057. body.position.copy(newPosition);
  100058. body.orientation.copy(newRotation);
  100059. body.syncShapes();
  100060. body.awake();
  100061. };
  100062. /*private _getLastShape(body: any): any {
  100063. var lastShape = body.shapes;
  100064. while (lastShape.next) {
  100065. lastShape = lastShape.next;
  100066. }
  100067. return lastShape;
  100068. }*/
  100069. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100070. impostor.physicsBody.linearVelocity.copy(velocity);
  100071. };
  100072. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100073. impostor.physicsBody.angularVelocity.copy(velocity);
  100074. };
  100075. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100076. var v = impostor.physicsBody.linearVelocity;
  100077. if (!v) {
  100078. return null;
  100079. }
  100080. return new BABYLON.Vector3(v.x, v.y, v.z);
  100081. };
  100082. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100083. var v = impostor.physicsBody.angularVelocity;
  100084. if (!v) {
  100085. return null;
  100086. }
  100087. return new BABYLON.Vector3(v.x, v.y, v.z);
  100088. };
  100089. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100090. var staticBody = mass === 0;
  100091. //this will actually set the body's density and not its mass.
  100092. //But this is how oimo treats the mass variable.
  100093. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100094. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100095. };
  100096. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100097. return impostor.physicsBody.shapes.density;
  100098. };
  100099. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100100. return impostor.physicsBody.shapes.friction;
  100101. };
  100102. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100103. impostor.physicsBody.shapes.friction = friction;
  100104. };
  100105. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100106. return impostor.physicsBody.shapes.restitution;
  100107. };
  100108. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100109. impostor.physicsBody.shapes.restitution = restitution;
  100110. };
  100111. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100112. impostor.physicsBody.sleep();
  100113. };
  100114. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100115. impostor.physicsBody.awake();
  100116. };
  100117. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100118. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100119. if (minDistance !== void 0) {
  100120. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100121. }
  100122. };
  100123. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100124. //TODO separate rotational and transational motors.
  100125. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100126. if (motor) {
  100127. motor.setMotor(speed, maxForce);
  100128. }
  100129. };
  100130. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100131. //TODO separate rotational and transational motors.
  100132. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100133. if (motor) {
  100134. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100135. }
  100136. };
  100137. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100138. var body = impostor.physicsBody;
  100139. mesh.position.x = body.position.x;
  100140. mesh.position.y = body.position.y;
  100141. mesh.position.z = body.position.z;
  100142. if (mesh.rotationQuaternion) {
  100143. mesh.rotationQuaternion.x = body.orientation.x;
  100144. mesh.rotationQuaternion.y = body.orientation.y;
  100145. mesh.rotationQuaternion.z = body.orientation.z;
  100146. mesh.rotationQuaternion.w = body.orientation.s;
  100147. }
  100148. };
  100149. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100150. return impostor.physicsBody.shapes.radius;
  100151. };
  100152. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100153. var shape = impostor.physicsBody.shapes;
  100154. result.x = shape.halfWidth * 2;
  100155. result.y = shape.halfHeight * 2;
  100156. result.z = shape.halfDepth * 2;
  100157. };
  100158. OimoJSPlugin.prototype.dispose = function () {
  100159. this.world.clear();
  100160. };
  100161. return OimoJSPlugin;
  100162. }());
  100163. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100164. })(BABYLON || (BABYLON = {}));
  100165. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100166. var BABYLON;
  100167. (function (BABYLON) {
  100168. /**
  100169. * Gets the current physics engine
  100170. * @returns a IPhysicsEngine or null if none attached
  100171. */
  100172. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100173. return this._physicsEngine;
  100174. };
  100175. /**
  100176. * Enables physics to the current scene
  100177. * @param gravity defines the scene's gravity for the physics engine
  100178. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100179. * @return a boolean indicating if the physics engine was initialized
  100180. */
  100181. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100182. if (gravity === void 0) { gravity = null; }
  100183. if (this._physicsEngine) {
  100184. return true;
  100185. }
  100186. // Register the component to the scene
  100187. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100188. if (!component) {
  100189. component = new PhysicsEngineSceneComponent(this);
  100190. this._addComponent(component);
  100191. }
  100192. try {
  100193. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100194. return true;
  100195. }
  100196. catch (e) {
  100197. BABYLON.Tools.Error(e.message);
  100198. return false;
  100199. }
  100200. };
  100201. /**
  100202. * Disables and disposes the physics engine associated with the scene
  100203. */
  100204. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100205. if (!this._physicsEngine) {
  100206. return;
  100207. }
  100208. this._physicsEngine.dispose();
  100209. this._physicsEngine = null;
  100210. };
  100211. /**
  100212. * Gets a boolean indicating if there is an active physics engine
  100213. * @returns a boolean indicating if there is an active physics engine
  100214. */
  100215. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100216. return this._physicsEngine !== undefined;
  100217. };
  100218. /**
  100219. * Deletes a physics compound impostor
  100220. * @param compound defines the compound to delete
  100221. */
  100222. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100223. var mesh = compound.parts[0].mesh;
  100224. if (mesh.physicsImpostor) {
  100225. mesh.physicsImpostor.dispose( /*true*/);
  100226. mesh.physicsImpostor = null;
  100227. }
  100228. };
  100229. /** @hidden */
  100230. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100231. if (this._physicsEngine) {
  100232. this.onBeforePhysicsObservable.notifyObservers(this);
  100233. this._physicsEngine._step(step / 1000);
  100234. this.onAfterPhysicsObservable.notifyObservers(this);
  100235. }
  100236. };
  100237. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100238. get: function () {
  100239. return this._physicsImpostor;
  100240. },
  100241. set: function (value) {
  100242. var _this = this;
  100243. if (this._physicsImpostor === value) {
  100244. return;
  100245. }
  100246. if (this._disposePhysicsObserver) {
  100247. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100248. }
  100249. this._physicsImpostor = value;
  100250. if (value) {
  100251. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100252. // Physics
  100253. if (_this.physicsImpostor) {
  100254. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100255. _this.physicsImpostor = null;
  100256. }
  100257. });
  100258. }
  100259. },
  100260. enumerable: true,
  100261. configurable: true
  100262. });
  100263. /**
  100264. * Gets the current physics impostor
  100265. * @see http://doc.babylonjs.com/features/physics_engine
  100266. * @returns a physics impostor or null
  100267. */
  100268. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100269. return this.physicsImpostor;
  100270. };
  100271. /**
  100272. * Apply a physic impulse to the mesh
  100273. * @param force defines the force to apply
  100274. * @param contactPoint defines where to apply the force
  100275. * @returns the current mesh
  100276. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100277. */
  100278. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100279. if (!this.physicsImpostor) {
  100280. return this;
  100281. }
  100282. this.physicsImpostor.applyImpulse(force, contactPoint);
  100283. return this;
  100284. };
  100285. /**
  100286. * Creates a physic joint between two meshes
  100287. * @param otherMesh defines the other mesh to use
  100288. * @param pivot1 defines the pivot to use on this mesh
  100289. * @param pivot2 defines the pivot to use on the other mesh
  100290. * @param options defines additional options (can be plugin dependent)
  100291. * @returns the current mesh
  100292. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100293. */
  100294. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100295. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100296. return this;
  100297. }
  100298. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100299. mainPivot: pivot1,
  100300. connectedPivot: pivot2,
  100301. nativeParams: options
  100302. });
  100303. return this;
  100304. };
  100305. /**
  100306. * Defines the physics engine scene component responsible to manage a physics engine
  100307. */
  100308. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100309. /**
  100310. * Creates a new instance of the component for the given scene
  100311. * @param scene Defines the scene to register the component in
  100312. */
  100313. function PhysicsEngineSceneComponent(scene) {
  100314. var _this = this;
  100315. /**
  100316. * The component name helpful to identify the component in the list of scene components.
  100317. */
  100318. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100319. this.scene = scene;
  100320. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100321. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100322. // Replace the function used to get the deterministic frame time
  100323. this.scene.getDeterministicFrameTime = function () {
  100324. if (_this.scene._physicsEngine) {
  100325. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100326. }
  100327. return 1000.0 / 60.0;
  100328. };
  100329. }
  100330. /**
  100331. * Registers the component in a given scene
  100332. */
  100333. PhysicsEngineSceneComponent.prototype.register = function () {
  100334. };
  100335. /**
  100336. * Rebuilds the elements related to this component in case of
  100337. * context lost for instance.
  100338. */
  100339. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100340. // Nothing to do for this component
  100341. };
  100342. /**
  100343. * Disposes the component and the associated ressources
  100344. */
  100345. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100346. this.scene.onBeforePhysicsObservable.clear();
  100347. this.scene.onAfterPhysicsObservable.clear();
  100348. if (this.scene._physicsEngine) {
  100349. this.scene.disablePhysicsEngine();
  100350. }
  100351. };
  100352. return PhysicsEngineSceneComponent;
  100353. }());
  100354. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100355. })(BABYLON || (BABYLON = {}));
  100356. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100357. var BABYLON;
  100358. (function (BABYLON) {
  100359. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100360. // All values and structures referenced from:
  100361. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100362. var DDS_MAGIC = 0x20534444;
  100363. var
  100364. //DDSD_CAPS = 0x1,
  100365. //DDSD_HEIGHT = 0x2,
  100366. //DDSD_WIDTH = 0x4,
  100367. //DDSD_PITCH = 0x8,
  100368. //DDSD_PIXELFORMAT = 0x1000,
  100369. DDSD_MIPMAPCOUNT = 0x20000;
  100370. //DDSD_LINEARSIZE = 0x80000,
  100371. //DDSD_DEPTH = 0x800000;
  100372. // var DDSCAPS_COMPLEX = 0x8,
  100373. // DDSCAPS_MIPMAP = 0x400000,
  100374. // DDSCAPS_TEXTURE = 0x1000;
  100375. var DDSCAPS2_CUBEMAP = 0x200;
  100376. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100377. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100378. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100379. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100380. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100381. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100382. // DDSCAPS2_VOLUME = 0x200000;
  100383. var
  100384. //DDPF_ALPHAPIXELS = 0x1,
  100385. //DDPF_ALPHA = 0x2,
  100386. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100387. //DDPF_YUV = 0x200,
  100388. DDPF_LUMINANCE = 0x20000;
  100389. function FourCCToInt32(value) {
  100390. return value.charCodeAt(0) +
  100391. (value.charCodeAt(1) << 8) +
  100392. (value.charCodeAt(2) << 16) +
  100393. (value.charCodeAt(3) << 24);
  100394. }
  100395. function Int32ToFourCC(value) {
  100396. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100397. }
  100398. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100399. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100400. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100401. var FOURCC_DX10 = FourCCToInt32("DX10");
  100402. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100403. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100404. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100405. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100406. var headerLengthInt = 31; // The header length in 32 bit ints
  100407. // Offsets into the header array
  100408. var off_magic = 0;
  100409. var off_size = 1;
  100410. var off_flags = 2;
  100411. var off_height = 3;
  100412. var off_width = 4;
  100413. var off_mipmapCount = 7;
  100414. var off_pfFlags = 20;
  100415. var off_pfFourCC = 21;
  100416. var off_RGBbpp = 22;
  100417. var off_RMask = 23;
  100418. var off_GMask = 24;
  100419. var off_BMask = 25;
  100420. var off_AMask = 26;
  100421. // var off_caps1 = 27;
  100422. var off_caps2 = 28;
  100423. // var off_caps3 = 29;
  100424. // var off_caps4 = 30;
  100425. var off_dxgiFormat = 32;
  100426. /**
  100427. * Class used to provide DDS decompression tools
  100428. */
  100429. var DDSTools = /** @class */ (function () {
  100430. function DDSTools() {
  100431. }
  100432. /**
  100433. * Gets DDS information from an array buffer
  100434. * @param arrayBuffer defines the array buffer to read data from
  100435. * @returns the DDS information
  100436. */
  100437. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100438. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100439. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100440. var mipmapCount = 1;
  100441. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100442. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100443. }
  100444. var fourCC = header[off_pfFourCC];
  100445. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100446. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100447. switch (fourCC) {
  100448. case FOURCC_D3DFMT_R16G16B16A16F:
  100449. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100450. break;
  100451. case FOURCC_D3DFMT_R32G32B32A32F:
  100452. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100453. break;
  100454. case FOURCC_DX10:
  100455. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100456. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100457. break;
  100458. }
  100459. }
  100460. return {
  100461. width: header[off_width],
  100462. height: header[off_height],
  100463. mipmapCount: mipmapCount,
  100464. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100465. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100466. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100467. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100468. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100469. dxgiFormat: dxgiFormat,
  100470. textureType: textureType
  100471. };
  100472. };
  100473. DDSTools._ToHalfFloat = function (value) {
  100474. if (!DDSTools._FloatView) {
  100475. DDSTools._FloatView = new Float32Array(1);
  100476. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100477. }
  100478. DDSTools._FloatView[0] = value;
  100479. var x = DDSTools._Int32View[0];
  100480. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100481. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100482. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100483. /* If zero, or denormal, or exponent underflows too much for a denormal
  100484. * half, return signed zero. */
  100485. if (e < 103) {
  100486. return bits;
  100487. }
  100488. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100489. if (e > 142) {
  100490. bits |= 0x7c00;
  100491. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100492. * not Inf, so make sure we set one mantissa bit too. */
  100493. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100494. return bits;
  100495. }
  100496. /* If exponent underflows but not too much, return a denormal */
  100497. if (e < 113) {
  100498. m |= 0x0800;
  100499. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100500. * to 1, which is OK. */
  100501. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100502. return bits;
  100503. }
  100504. bits |= ((e - 112) << 10) | (m >> 1);
  100505. bits += m & 1;
  100506. return bits;
  100507. };
  100508. DDSTools._FromHalfFloat = function (value) {
  100509. var s = (value & 0x8000) >> 15;
  100510. var e = (value & 0x7C00) >> 10;
  100511. var f = value & 0x03FF;
  100512. if (e === 0) {
  100513. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100514. }
  100515. else if (e == 0x1F) {
  100516. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100517. }
  100518. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100519. };
  100520. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100521. var destArray = new Float32Array(dataLength);
  100522. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100523. var index = 0;
  100524. for (var y = 0; y < height; y++) {
  100525. for (var x = 0; x < width; x++) {
  100526. var srcPos = (x + y * width) * 4;
  100527. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100528. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100529. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100530. if (DDSTools.StoreLODInAlphaChannel) {
  100531. destArray[index + 3] = lod;
  100532. }
  100533. else {
  100534. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100535. }
  100536. index += 4;
  100537. }
  100538. }
  100539. return destArray;
  100540. };
  100541. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100542. if (DDSTools.StoreLODInAlphaChannel) {
  100543. var destArray = new Uint16Array(dataLength);
  100544. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100545. var index = 0;
  100546. for (var y = 0; y < height; y++) {
  100547. for (var x = 0; x < width; x++) {
  100548. var srcPos = (x + y * width) * 4;
  100549. destArray[index] = srcData[srcPos];
  100550. destArray[index + 1] = srcData[srcPos + 1];
  100551. destArray[index + 2] = srcData[srcPos + 2];
  100552. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100553. index += 4;
  100554. }
  100555. }
  100556. return destArray;
  100557. }
  100558. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100559. };
  100560. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100561. if (DDSTools.StoreLODInAlphaChannel) {
  100562. var destArray = new Float32Array(dataLength);
  100563. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100564. var index = 0;
  100565. for (var y = 0; y < height; y++) {
  100566. for (var x = 0; x < width; x++) {
  100567. var srcPos = (x + y * width) * 4;
  100568. destArray[index] = srcData[srcPos];
  100569. destArray[index + 1] = srcData[srcPos + 1];
  100570. destArray[index + 2] = srcData[srcPos + 2];
  100571. destArray[index + 3] = lod;
  100572. index += 4;
  100573. }
  100574. }
  100575. return destArray;
  100576. }
  100577. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100578. };
  100579. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100580. var destArray = new Uint8Array(dataLength);
  100581. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100582. var index = 0;
  100583. for (var y = 0; y < height; y++) {
  100584. for (var x = 0; x < width; x++) {
  100585. var srcPos = (x + y * width) * 4;
  100586. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100587. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100588. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100589. if (DDSTools.StoreLODInAlphaChannel) {
  100590. destArray[index + 3] = lod;
  100591. }
  100592. else {
  100593. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100594. }
  100595. index += 4;
  100596. }
  100597. }
  100598. return destArray;
  100599. };
  100600. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100601. var destArray = new Uint8Array(dataLength);
  100602. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100603. var index = 0;
  100604. for (var y = 0; y < height; y++) {
  100605. for (var x = 0; x < width; x++) {
  100606. var srcPos = (x + y * width) * 4;
  100607. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100608. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100609. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100610. if (DDSTools.StoreLODInAlphaChannel) {
  100611. destArray[index + 3] = lod;
  100612. }
  100613. else {
  100614. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100615. }
  100616. index += 4;
  100617. }
  100618. }
  100619. return destArray;
  100620. };
  100621. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100622. var byteArray = new Uint8Array(dataLength);
  100623. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100624. var index = 0;
  100625. for (var y = 0; y < height; y++) {
  100626. for (var x = 0; x < width; x++) {
  100627. var srcPos = (x + y * width) * 4;
  100628. byteArray[index] = srcData[srcPos + rOffset];
  100629. byteArray[index + 1] = srcData[srcPos + gOffset];
  100630. byteArray[index + 2] = srcData[srcPos + bOffset];
  100631. byteArray[index + 3] = srcData[srcPos + aOffset];
  100632. index += 4;
  100633. }
  100634. }
  100635. return byteArray;
  100636. };
  100637. DDSTools._ExtractLongWordOrder = function (value) {
  100638. if (value === 0 || value === 255 || value === -16777216) {
  100639. return 0;
  100640. }
  100641. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100642. };
  100643. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100644. var byteArray = new Uint8Array(dataLength);
  100645. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100646. var index = 0;
  100647. for (var y = 0; y < height; y++) {
  100648. for (var x = 0; x < width; x++) {
  100649. var srcPos = (x + y * width) * 3;
  100650. byteArray[index] = srcData[srcPos + rOffset];
  100651. byteArray[index + 1] = srcData[srcPos + gOffset];
  100652. byteArray[index + 2] = srcData[srcPos + bOffset];
  100653. index += 3;
  100654. }
  100655. }
  100656. return byteArray;
  100657. };
  100658. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100659. var byteArray = new Uint8Array(dataLength);
  100660. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100661. var index = 0;
  100662. for (var y = 0; y < height; y++) {
  100663. for (var x = 0; x < width; x++) {
  100664. var srcPos = (x + y * width);
  100665. byteArray[index] = srcData[srcPos];
  100666. index++;
  100667. }
  100668. }
  100669. return byteArray;
  100670. };
  100671. /**
  100672. * Uploads DDS Levels to a Babylon Texture
  100673. * @hidden
  100674. */
  100675. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100676. if (lodIndex === void 0) { lodIndex = -1; }
  100677. var sphericalPolynomialFaces = null;
  100678. if (info.sphericalPolynomial) {
  100679. sphericalPolynomialFaces = new Array();
  100680. }
  100681. var ext = engine.getCaps().s3tc;
  100682. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100683. var fourCC, width, height, dataLength = 0, dataOffset;
  100684. var byteArray, mipmapCount, mip;
  100685. var internalCompressedFormat = 0;
  100686. var blockBytes = 1;
  100687. if (header[off_magic] !== DDS_MAGIC) {
  100688. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100689. return;
  100690. }
  100691. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100692. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100693. return;
  100694. }
  100695. if (info.isCompressed && !ext) {
  100696. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100697. return;
  100698. }
  100699. var bpp = header[off_RGBbpp];
  100700. dataOffset = header[off_size] + 4;
  100701. var computeFormats = false;
  100702. if (info.isFourCC) {
  100703. fourCC = header[off_pfFourCC];
  100704. switch (fourCC) {
  100705. case FOURCC_DXT1:
  100706. blockBytes = 8;
  100707. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100708. break;
  100709. case FOURCC_DXT3:
  100710. blockBytes = 16;
  100711. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100712. break;
  100713. case FOURCC_DXT5:
  100714. blockBytes = 16;
  100715. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100716. break;
  100717. case FOURCC_D3DFMT_R16G16B16A16F:
  100718. computeFormats = true;
  100719. break;
  100720. case FOURCC_D3DFMT_R32G32B32A32F:
  100721. computeFormats = true;
  100722. break;
  100723. case FOURCC_DX10:
  100724. // There is an additionnal header so dataOffset need to be changed
  100725. dataOffset += 5 * 4; // 5 uints
  100726. var supported = false;
  100727. switch (info.dxgiFormat) {
  100728. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100729. computeFormats = true;
  100730. supported = true;
  100731. break;
  100732. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100733. info.isRGB = true;
  100734. info.isFourCC = false;
  100735. bpp = 32;
  100736. supported = true;
  100737. break;
  100738. }
  100739. if (supported) {
  100740. break;
  100741. }
  100742. default:
  100743. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100744. return;
  100745. }
  100746. }
  100747. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100748. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100749. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100750. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100751. if (computeFormats) {
  100752. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100753. }
  100754. mipmapCount = 1;
  100755. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100756. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100757. }
  100758. for (var face = 0; face < faces; face++) {
  100759. width = header[off_width];
  100760. height = header[off_height];
  100761. for (mip = 0; mip < mipmapCount; ++mip) {
  100762. if (lodIndex === -1 || lodIndex === mip) {
  100763. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100764. var i = (lodIndex === -1) ? mip : 0;
  100765. if (!info.isCompressed && info.isFourCC) {
  100766. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100767. dataLength = width * height * 4;
  100768. var floatArray = null;
  100769. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100770. if (bpp === 128) {
  100771. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100772. if (sphericalPolynomialFaces && i == 0) {
  100773. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100774. }
  100775. }
  100776. else if (bpp === 64) {
  100777. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100778. if (sphericalPolynomialFaces && i == 0) {
  100779. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100780. }
  100781. }
  100782. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100783. }
  100784. else {
  100785. if (bpp === 128) {
  100786. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100787. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100788. if (sphericalPolynomialFaces && i == 0) {
  100789. sphericalPolynomialFaces.push(floatArray);
  100790. }
  100791. }
  100792. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100793. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100794. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100795. if (sphericalPolynomialFaces && i == 0) {
  100796. sphericalPolynomialFaces.push(floatArray);
  100797. }
  100798. }
  100799. else { // 64
  100800. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100801. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100802. if (sphericalPolynomialFaces && i == 0) {
  100803. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100804. }
  100805. }
  100806. }
  100807. if (floatArray) {
  100808. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100809. }
  100810. }
  100811. else if (info.isRGB) {
  100812. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100813. if (bpp === 24) {
  100814. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100815. dataLength = width * height * 3;
  100816. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100817. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100818. }
  100819. else { // 32
  100820. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100821. dataLength = width * height * 4;
  100822. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100823. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100824. }
  100825. }
  100826. else if (info.isLuminance) {
  100827. var unpackAlignment = engine._getUnpackAlignement();
  100828. var unpaddedRowSize = width;
  100829. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100830. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100831. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100832. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100833. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100834. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100835. }
  100836. else {
  100837. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100838. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100839. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100840. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100841. }
  100842. }
  100843. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100844. width *= 0.5;
  100845. height *= 0.5;
  100846. width = Math.max(1.0, width);
  100847. height = Math.max(1.0, height);
  100848. }
  100849. if (currentFace !== undefined) {
  100850. // Loading a single face
  100851. break;
  100852. }
  100853. }
  100854. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100855. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100856. size: header[off_width],
  100857. right: sphericalPolynomialFaces[0],
  100858. left: sphericalPolynomialFaces[1],
  100859. up: sphericalPolynomialFaces[2],
  100860. down: sphericalPolynomialFaces[3],
  100861. front: sphericalPolynomialFaces[4],
  100862. back: sphericalPolynomialFaces[5],
  100863. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100864. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100865. gammaSpace: false,
  100866. });
  100867. }
  100868. else {
  100869. info.sphericalPolynomial = undefined;
  100870. }
  100871. };
  100872. /**
  100873. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100874. */
  100875. DDSTools.StoreLODInAlphaChannel = false;
  100876. return DDSTools;
  100877. }());
  100878. BABYLON.DDSTools = DDSTools;
  100879. })(BABYLON || (BABYLON = {}));
  100880. //# sourceMappingURL=babylon.dds.js.map
  100881. var BABYLON;
  100882. (function (BABYLON) {
  100883. /**
  100884. * Implementation of the DDS Texture Loader.
  100885. */
  100886. var DDSTextureLoader = /** @class */ (function () {
  100887. function DDSTextureLoader() {
  100888. /**
  100889. * Defines wether the loader supports cascade loading the different faces.
  100890. */
  100891. this.supportCascades = true;
  100892. }
  100893. /**
  100894. * This returns if the loader support the current file information.
  100895. * @param extension defines the file extension of the file being loaded
  100896. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100897. * @param fallback defines the fallback internal texture if any
  100898. * @param isBase64 defines whether the texture is encoded as a base64
  100899. * @param isBuffer defines whether the texture data are stored as a buffer
  100900. * @returns true if the loader can load the specified file
  100901. */
  100902. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100903. return extension.indexOf(".dds") === 0;
  100904. };
  100905. /**
  100906. * Transform the url before loading if required.
  100907. * @param rootUrl the url of the texture
  100908. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100909. * @returns the transformed texture
  100910. */
  100911. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100912. return rootUrl;
  100913. };
  100914. /**
  100915. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100916. * @param rootUrl the url of the texture
  100917. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100918. * @returns the fallback texture
  100919. */
  100920. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100921. return null;
  100922. };
  100923. /**
  100924. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100925. * @param data contains the texture data
  100926. * @param texture defines the BabylonJS internal texture
  100927. * @param createPolynomials will be true if polynomials have been requested
  100928. * @param onLoad defines the callback to trigger once the texture is ready
  100929. * @param onError defines the callback to trigger in case of error
  100930. */
  100931. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100932. var engine = texture.getEngine();
  100933. var info;
  100934. var loadMipmap = false;
  100935. if (Array.isArray(imgs)) {
  100936. for (var index = 0; index < imgs.length; index++) {
  100937. var data_1 = imgs[index];
  100938. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100939. texture.width = info.width;
  100940. texture.height = info.height;
  100941. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100942. engine._unpackFlipY(info.isCompressed);
  100943. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100944. if (!info.isFourCC && info.mipmapCount === 1) {
  100945. engine.generateMipMapsForCubemap(texture);
  100946. }
  100947. }
  100948. }
  100949. else {
  100950. var data = imgs;
  100951. info = BABYLON.DDSTools.GetDDSInfo(data);
  100952. texture.width = info.width;
  100953. texture.height = info.height;
  100954. if (createPolynomials) {
  100955. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100956. }
  100957. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100958. engine._unpackFlipY(info.isCompressed);
  100959. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100960. if (!info.isFourCC && info.mipmapCount === 1) {
  100961. engine.generateMipMapsForCubemap(texture);
  100962. }
  100963. }
  100964. engine._setCubeMapTextureParams(loadMipmap);
  100965. texture.isReady = true;
  100966. if (onLoad) {
  100967. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100968. }
  100969. };
  100970. /**
  100971. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100972. * @param data contains the texture data
  100973. * @param texture defines the BabylonJS internal texture
  100974. * @param callback defines the method to call once ready to upload
  100975. */
  100976. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100977. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100978. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100979. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100980. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100981. });
  100982. };
  100983. return DDSTextureLoader;
  100984. }());
  100985. // Register the loader.
  100986. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100987. })(BABYLON || (BABYLON = {}));
  100988. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100989. var BABYLON;
  100990. (function (BABYLON) {
  100991. /**
  100992. * Based on jsTGALoader - Javascript loader for TGA file
  100993. * By Vincent Thibault
  100994. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100995. */
  100996. var TGATools = /** @class */ (function () {
  100997. function TGATools() {
  100998. }
  100999. /**
  101000. * Gets the header of a TGA file
  101001. * @param data defines the TGA data
  101002. * @returns the header
  101003. */
  101004. TGATools.GetTGAHeader = function (data) {
  101005. var offset = 0;
  101006. var header = {
  101007. id_length: data[offset++],
  101008. colormap_type: data[offset++],
  101009. image_type: data[offset++],
  101010. colormap_index: data[offset++] | data[offset++] << 8,
  101011. colormap_length: data[offset++] | data[offset++] << 8,
  101012. colormap_size: data[offset++],
  101013. origin: [
  101014. data[offset++] | data[offset++] << 8,
  101015. data[offset++] | data[offset++] << 8
  101016. ],
  101017. width: data[offset++] | data[offset++] << 8,
  101018. height: data[offset++] | data[offset++] << 8,
  101019. pixel_size: data[offset++],
  101020. flags: data[offset++]
  101021. };
  101022. return header;
  101023. };
  101024. /**
  101025. * Uploads TGA content to a Babylon Texture
  101026. * @hidden
  101027. */
  101028. TGATools.UploadContent = function (texture, data) {
  101029. // Not enough data to contain header ?
  101030. if (data.length < 19) {
  101031. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101032. return;
  101033. }
  101034. // Read Header
  101035. var offset = 18;
  101036. var header = TGATools.GetTGAHeader(data);
  101037. // Assume it's a valid Targa file.
  101038. if (header.id_length + offset > data.length) {
  101039. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101040. return;
  101041. }
  101042. // Skip not needed data
  101043. offset += header.id_length;
  101044. var use_rle = false;
  101045. var use_pal = false;
  101046. var use_grey = false;
  101047. // Get some informations.
  101048. switch (header.image_type) {
  101049. case TGATools._TYPE_RLE_INDEXED:
  101050. use_rle = true;
  101051. case TGATools._TYPE_INDEXED:
  101052. use_pal = true;
  101053. break;
  101054. case TGATools._TYPE_RLE_RGB:
  101055. use_rle = true;
  101056. case TGATools._TYPE_RGB:
  101057. // use_rgb = true;
  101058. break;
  101059. case TGATools._TYPE_RLE_GREY:
  101060. use_rle = true;
  101061. case TGATools._TYPE_GREY:
  101062. use_grey = true;
  101063. break;
  101064. }
  101065. var pixel_data;
  101066. // var numAlphaBits = header.flags & 0xf;
  101067. var pixel_size = header.pixel_size >> 3;
  101068. var pixel_total = header.width * header.height * pixel_size;
  101069. // Read palettes
  101070. var palettes;
  101071. if (use_pal) {
  101072. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101073. }
  101074. // Read LRE
  101075. if (use_rle) {
  101076. pixel_data = new Uint8Array(pixel_total);
  101077. var c, count, i;
  101078. var localOffset = 0;
  101079. var pixels = new Uint8Array(pixel_size);
  101080. while (offset < pixel_total && localOffset < pixel_total) {
  101081. c = data[offset++];
  101082. count = (c & 0x7f) + 1;
  101083. // RLE pixels
  101084. if (c & 0x80) {
  101085. // Bind pixel tmp array
  101086. for (i = 0; i < pixel_size; ++i) {
  101087. pixels[i] = data[offset++];
  101088. }
  101089. // Copy pixel array
  101090. for (i = 0; i < count; ++i) {
  101091. pixel_data.set(pixels, localOffset + i * pixel_size);
  101092. }
  101093. localOffset += pixel_size * count;
  101094. }
  101095. // Raw pixels
  101096. else {
  101097. count *= pixel_size;
  101098. for (i = 0; i < count; ++i) {
  101099. pixel_data[localOffset + i] = data[offset++];
  101100. }
  101101. localOffset += count;
  101102. }
  101103. }
  101104. }
  101105. // RAW Pixels
  101106. else {
  101107. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101108. }
  101109. // Load to texture
  101110. var x_start, y_start, x_step, y_step, y_end, x_end;
  101111. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101112. default:
  101113. case TGATools._ORIGIN_UL:
  101114. x_start = 0;
  101115. x_step = 1;
  101116. x_end = header.width;
  101117. y_start = 0;
  101118. y_step = 1;
  101119. y_end = header.height;
  101120. break;
  101121. case TGATools._ORIGIN_BL:
  101122. x_start = 0;
  101123. x_step = 1;
  101124. x_end = header.width;
  101125. y_start = header.height - 1;
  101126. y_step = -1;
  101127. y_end = -1;
  101128. break;
  101129. case TGATools._ORIGIN_UR:
  101130. x_start = header.width - 1;
  101131. x_step = -1;
  101132. x_end = -1;
  101133. y_start = 0;
  101134. y_step = 1;
  101135. y_end = header.height;
  101136. break;
  101137. case TGATools._ORIGIN_BR:
  101138. x_start = header.width - 1;
  101139. x_step = -1;
  101140. x_end = -1;
  101141. y_start = header.height - 1;
  101142. y_step = -1;
  101143. y_end = -1;
  101144. break;
  101145. }
  101146. // Load the specify method
  101147. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101148. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101149. var engine = texture.getEngine();
  101150. engine._uploadDataToTextureDirectly(texture, imageData);
  101151. };
  101152. /** @hidden */
  101153. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101154. var image = pixel_data, colormap = palettes;
  101155. var width = header.width, height = header.height;
  101156. var color, i = 0, x, y;
  101157. var imageData = new Uint8Array(width * height * 4);
  101158. for (y = y_start; y !== y_end; y += y_step) {
  101159. for (x = x_start; x !== x_end; x += x_step, i++) {
  101160. color = image[i];
  101161. imageData[(x + width * y) * 4 + 3] = 255;
  101162. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101163. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101164. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101165. }
  101166. }
  101167. return imageData;
  101168. };
  101169. /** @hidden */
  101170. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101171. var image = pixel_data;
  101172. var width = header.width, height = header.height;
  101173. var color, i = 0, x, y;
  101174. var imageData = new Uint8Array(width * height * 4);
  101175. for (y = y_start; y !== y_end; y += y_step) {
  101176. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101177. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101178. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101179. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101180. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101181. imageData[(x + width * y) * 4 + 0] = r;
  101182. imageData[(x + width * y) * 4 + 1] = g;
  101183. imageData[(x + width * y) * 4 + 2] = b;
  101184. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101185. }
  101186. }
  101187. return imageData;
  101188. };
  101189. /** @hidden */
  101190. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101191. var image = pixel_data;
  101192. var width = header.width, height = header.height;
  101193. var i = 0, x, y;
  101194. var imageData = new Uint8Array(width * height * 4);
  101195. for (y = y_start; y !== y_end; y += y_step) {
  101196. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101197. imageData[(x + width * y) * 4 + 3] = 255;
  101198. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101199. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101200. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101201. }
  101202. }
  101203. return imageData;
  101204. };
  101205. /** @hidden */
  101206. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101207. var image = pixel_data;
  101208. var width = header.width, height = header.height;
  101209. var i = 0, x, y;
  101210. var imageData = new Uint8Array(width * height * 4);
  101211. for (y = y_start; y !== y_end; y += y_step) {
  101212. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101213. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101214. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101215. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101216. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101217. }
  101218. }
  101219. return imageData;
  101220. };
  101221. /** @hidden */
  101222. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101223. var image = pixel_data;
  101224. var width = header.width, height = header.height;
  101225. var color, i = 0, x, y;
  101226. var imageData = new Uint8Array(width * height * 4);
  101227. for (y = y_start; y !== y_end; y += y_step) {
  101228. for (x = x_start; x !== x_end; x += x_step, i++) {
  101229. color = image[i];
  101230. imageData[(x + width * y) * 4 + 0] = color;
  101231. imageData[(x + width * y) * 4 + 1] = color;
  101232. imageData[(x + width * y) * 4 + 2] = color;
  101233. imageData[(x + width * y) * 4 + 3] = 255;
  101234. }
  101235. }
  101236. return imageData;
  101237. };
  101238. /** @hidden */
  101239. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101240. var image = pixel_data;
  101241. var width = header.width, height = header.height;
  101242. var i = 0, x, y;
  101243. var imageData = new Uint8Array(width * height * 4);
  101244. for (y = y_start; y !== y_end; y += y_step) {
  101245. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101246. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101247. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101248. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101249. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101250. }
  101251. }
  101252. return imageData;
  101253. };
  101254. //private static _TYPE_NO_DATA = 0;
  101255. TGATools._TYPE_INDEXED = 1;
  101256. TGATools._TYPE_RGB = 2;
  101257. TGATools._TYPE_GREY = 3;
  101258. TGATools._TYPE_RLE_INDEXED = 9;
  101259. TGATools._TYPE_RLE_RGB = 10;
  101260. TGATools._TYPE_RLE_GREY = 11;
  101261. TGATools._ORIGIN_MASK = 0x30;
  101262. TGATools._ORIGIN_SHIFT = 0x04;
  101263. TGATools._ORIGIN_BL = 0x00;
  101264. TGATools._ORIGIN_BR = 0x01;
  101265. TGATools._ORIGIN_UL = 0x02;
  101266. TGATools._ORIGIN_UR = 0x03;
  101267. return TGATools;
  101268. }());
  101269. BABYLON.TGATools = TGATools;
  101270. })(BABYLON || (BABYLON = {}));
  101271. //# sourceMappingURL=babylon.tga.js.map
  101272. var BABYLON;
  101273. (function (BABYLON) {
  101274. /**
  101275. * Implementation of the TGA Texture Loader.
  101276. */
  101277. var TGATextureLoader = /** @class */ (function () {
  101278. function TGATextureLoader() {
  101279. /**
  101280. * Defines wether the loader supports cascade loading the different faces.
  101281. */
  101282. this.supportCascades = false;
  101283. }
  101284. /**
  101285. * This returns if the loader support the current file information.
  101286. * @param extension defines the file extension of the file being loaded
  101287. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101288. * @param fallback defines the fallback internal texture if any
  101289. * @param isBase64 defines whether the texture is encoded as a base64
  101290. * @param isBuffer defines whether the texture data are stored as a buffer
  101291. * @returns true if the loader can load the specified file
  101292. */
  101293. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101294. return extension.indexOf(".tga") === 0;
  101295. };
  101296. /**
  101297. * Transform the url before loading if required.
  101298. * @param rootUrl the url of the texture
  101299. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101300. * @returns the transformed texture
  101301. */
  101302. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101303. return rootUrl;
  101304. };
  101305. /**
  101306. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101307. * @param rootUrl the url of the texture
  101308. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101309. * @returns the fallback texture
  101310. */
  101311. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101312. return null;
  101313. };
  101314. /**
  101315. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101316. * @param data contains the texture data
  101317. * @param texture defines the BabylonJS internal texture
  101318. * @param createPolynomials will be true if polynomials have been requested
  101319. * @param onLoad defines the callback to trigger once the texture is ready
  101320. * @param onError defines the callback to trigger in case of error
  101321. */
  101322. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101323. throw ".env not supported in Cube.";
  101324. };
  101325. /**
  101326. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101327. * @param data contains the texture data
  101328. * @param texture defines the BabylonJS internal texture
  101329. * @param callback defines the method to call once ready to upload
  101330. */
  101331. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101332. var uintData = new Uint8Array(data);
  101333. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101334. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101335. BABYLON.TGATools.UploadContent(texture, uintData);
  101336. });
  101337. };
  101338. return TGATextureLoader;
  101339. }());
  101340. // Register the loader.
  101341. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101342. })(BABYLON || (BABYLON = {}));
  101343. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101344. var BABYLON;
  101345. (function (BABYLON) {
  101346. /**
  101347. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101348. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101349. */
  101350. var KhronosTextureContainer = /** @class */ (function () {
  101351. /**
  101352. * Creates a new KhronosTextureContainer
  101353. * @param arrayBuffer contents of the KTX container file
  101354. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101355. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101356. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101357. */
  101358. function KhronosTextureContainer(
  101359. /** contents of the KTX container file */
  101360. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101361. this.arrayBuffer = arrayBuffer;
  101362. /**
  101363. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101364. */
  101365. this.isInvalid = false;
  101366. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101367. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101368. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101369. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101370. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101371. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101372. this.isInvalid = true;
  101373. BABYLON.Tools.Error("texture missing KTX identifier");
  101374. return;
  101375. }
  101376. // load the reset of the header in native 32 bit int
  101377. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101378. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101379. var oppositeEndianess = header[0] === 0x01020304;
  101380. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101381. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101382. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101383. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101384. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101385. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101386. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101387. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101388. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101389. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101390. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101391. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101392. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101393. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101394. if (this.glType !== 0) {
  101395. BABYLON.Tools.Error("only compressed formats currently supported");
  101396. return;
  101397. }
  101398. else {
  101399. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101400. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101401. }
  101402. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101403. BABYLON.Tools.Error("only 2D textures currently supported");
  101404. return;
  101405. }
  101406. if (this.numberOfArrayElements !== 0) {
  101407. BABYLON.Tools.Error("texture arrays not currently supported");
  101408. return;
  101409. }
  101410. if (this.numberOfFaces !== facesExpected) {
  101411. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101412. return;
  101413. }
  101414. // we now have a completely validated file, so could use existence of loadType as success
  101415. // would need to make this more elaborate & adjust checks above to support more than one load type
  101416. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101417. }
  101418. //
  101419. /**
  101420. * Revert the endianness of a value.
  101421. * Not as fast hardware based, but will probably never need to use
  101422. * @param val defines the value to convert
  101423. * @returns the new value
  101424. */
  101425. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101426. return ((val & 0xFF) << 24)
  101427. | ((val & 0xFF00) << 8)
  101428. | ((val >> 8) & 0xFF00)
  101429. | ((val >> 24) & 0xFF);
  101430. };
  101431. /**
  101432. * Uploads KTX content to a Babylon Texture.
  101433. * It is assumed that the texture has already been created & is currently bound
  101434. * @hidden
  101435. */
  101436. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101437. switch (this.loadType) {
  101438. case KhronosTextureContainer.COMPRESSED_2D:
  101439. this._upload2DCompressedLevels(texture, loadMipmaps);
  101440. break;
  101441. case KhronosTextureContainer.TEX_2D:
  101442. case KhronosTextureContainer.COMPRESSED_3D:
  101443. case KhronosTextureContainer.TEX_3D:
  101444. }
  101445. };
  101446. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101447. // initialize width & height for level 1
  101448. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101449. var width = this.pixelWidth;
  101450. var height = this.pixelHeight;
  101451. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101452. for (var level = 0; level < mipmapCount; level++) {
  101453. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101454. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101455. for (var face = 0; face < this.numberOfFaces; face++) {
  101456. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101457. var engine = texture.getEngine();
  101458. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101459. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101460. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101461. }
  101462. width = Math.max(1.0, width * 0.5);
  101463. height = Math.max(1.0, height * 0.5);
  101464. }
  101465. };
  101466. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101467. // load types
  101468. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101469. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101470. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101471. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101472. return KhronosTextureContainer;
  101473. }());
  101474. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101475. })(BABYLON || (BABYLON = {}));
  101476. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101477. var BABYLON;
  101478. (function (BABYLON) {
  101479. /**
  101480. * Implementation of the KTX Texture Loader.
  101481. */
  101482. var KTXTextureLoader = /** @class */ (function () {
  101483. function KTXTextureLoader() {
  101484. /**
  101485. * Defines wether the loader supports cascade loading the different faces.
  101486. */
  101487. this.supportCascades = false;
  101488. }
  101489. /**
  101490. * This returns if the loader support the current file information.
  101491. * @param extension defines the file extension of the file being loaded
  101492. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101493. * @param fallback defines the fallback internal texture if any
  101494. * @param isBase64 defines whether the texture is encoded as a base64
  101495. * @param isBuffer defines whether the texture data are stored as a buffer
  101496. * @returns true if the loader can load the specified file
  101497. */
  101498. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101499. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101500. return true;
  101501. }
  101502. return false;
  101503. };
  101504. /**
  101505. * Transform the url before loading if required.
  101506. * @param rootUrl the url of the texture
  101507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101508. * @returns the transformed texture
  101509. */
  101510. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101511. var lastDot = rootUrl.lastIndexOf('.');
  101512. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101513. // Already transformed
  101514. return rootUrl;
  101515. }
  101516. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101517. };
  101518. /**
  101519. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101520. * @param rootUrl the url of the texture
  101521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101522. * @returns the fallback texture
  101523. */
  101524. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101525. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101526. var exp = new RegExp("" + textureFormatInUse + "$");
  101527. return rootUrl.replace(exp, "");
  101528. };
  101529. /**
  101530. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101531. * @param data contains the texture data
  101532. * @param texture defines the BabylonJS internal texture
  101533. * @param createPolynomials will be true if polynomials have been requested
  101534. * @param onLoad defines the callback to trigger once the texture is ready
  101535. * @param onError defines the callback to trigger in case of error
  101536. */
  101537. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101538. if (Array.isArray(data)) {
  101539. return;
  101540. }
  101541. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101542. texture._invertVScale = !texture.invertY;
  101543. var engine = texture.getEngine();
  101544. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101545. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101546. engine._unpackFlipY(true);
  101547. ktx.uploadLevels(texture, texture.generateMipMaps);
  101548. texture.width = ktx.pixelWidth;
  101549. texture.height = ktx.pixelHeight;
  101550. engine._setCubeMapTextureParams(loadMipmap);
  101551. texture.isReady = true;
  101552. };
  101553. /**
  101554. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101555. * @param data contains the texture data
  101556. * @param texture defines the BabylonJS internal texture
  101557. * @param callback defines the method to call once ready to upload
  101558. */
  101559. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101560. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101561. texture._invertVScale = !texture.invertY;
  101562. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101563. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101564. ktx.uploadLevels(texture, texture.generateMipMaps);
  101565. }, ktx.isInvalid);
  101566. };
  101567. return KTXTextureLoader;
  101568. }());
  101569. // Register the loader.
  101570. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101571. })(BABYLON || (BABYLON = {}));
  101572. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101573. var BABYLON;
  101574. (function (BABYLON) {
  101575. /**
  101576. * Sets of helpers addressing the serialization and deserialization of environment texture
  101577. * stored in a BabylonJS env file.
  101578. * Those files are usually stored as .env files.
  101579. */
  101580. var EnvironmentTextureTools = /** @class */ (function () {
  101581. function EnvironmentTextureTools() {
  101582. }
  101583. /**
  101584. * Gets the environment info from an env file.
  101585. * @param data The array buffer containing the .env bytes.
  101586. * @returns the environment file info (the json header) if successfully parsed.
  101587. */
  101588. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101589. var dataView = new DataView(data);
  101590. var pos = 0;
  101591. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101592. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101593. BABYLON.Tools.Error('Not a babylon environment map');
  101594. return null;
  101595. }
  101596. }
  101597. // Read json manifest - collect characters up to null terminator
  101598. var manifestString = '';
  101599. var charCode = 0x00;
  101600. while ((charCode = dataView.getUint8(pos++))) {
  101601. manifestString += String.fromCharCode(charCode);
  101602. }
  101603. var manifest = JSON.parse(manifestString);
  101604. if (manifest.specular) {
  101605. // Extend the header with the position of the payload.
  101606. manifest.specular.specularDataPosition = pos;
  101607. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101608. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101609. }
  101610. return manifest;
  101611. };
  101612. /**
  101613. * Creates an environment texture from a loaded cube texture.
  101614. * @param texture defines the cube texture to convert in env file
  101615. * @return a promise containing the environment data if succesfull.
  101616. */
  101617. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101618. var _this = this;
  101619. var internalTexture = texture.getInternalTexture();
  101620. if (!internalTexture) {
  101621. return Promise.reject("The cube texture is invalid.");
  101622. }
  101623. if (!texture._prefiltered) {
  101624. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101625. }
  101626. var engine = internalTexture.getEngine();
  101627. if (engine && engine.premultipliedAlpha) {
  101628. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101629. }
  101630. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101631. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101632. }
  101633. var canvas = engine.getRenderingCanvas();
  101634. if (!canvas) {
  101635. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101636. }
  101637. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101638. if (!engine.getCaps().textureFloatRender) {
  101639. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101640. if (!engine.getCaps().textureHalfFloatRender) {
  101641. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101642. }
  101643. }
  101644. var cubeWidth = internalTexture.width;
  101645. var hostingScene = new BABYLON.Scene(engine);
  101646. var specularTextures = {};
  101647. var promises = [];
  101648. // Read and collect all mipmaps data from the cube.
  101649. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101650. mipmapsCount = Math.round(mipmapsCount);
  101651. var _loop_1 = function (i) {
  101652. var faceWidth = Math.pow(2, mipmapsCount - i);
  101653. var _loop_2 = function (face) {
  101654. var data = texture.readPixels(face, i);
  101655. // Creates a temp texture with the face data.
  101656. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101657. // And rgbdEncode them.
  101658. var promise = new Promise(function (resolve, reject) {
  101659. 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);
  101660. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101661. rgbdPostProcess.onApply = function (effect) {
  101662. effect._bindTexture("textureSampler", tempTexture);
  101663. };
  101664. // As the process needs to happen on the main canvas, keep track of the current size
  101665. var currentW = engine.getRenderWidth();
  101666. var currentH = engine.getRenderHeight();
  101667. // Set the desired size for the texture
  101668. engine.setSize(faceWidth, faceWidth);
  101669. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101670. // Reading datas from WebGL
  101671. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101672. var fileReader = new FileReader();
  101673. fileReader.onload = function (event) {
  101674. var arrayBuffer = event.target.result;
  101675. specularTextures[i * 6 + face] = arrayBuffer;
  101676. resolve();
  101677. };
  101678. fileReader.readAsArrayBuffer(blob);
  101679. });
  101680. // Reapply the previous canvas size
  101681. engine.setSize(currentW, currentH);
  101682. });
  101683. });
  101684. promises.push(promise);
  101685. };
  101686. // All faces of the cube.
  101687. for (var face = 0; face < 6; face++) {
  101688. _loop_2(face);
  101689. }
  101690. };
  101691. for (var i = 0; i <= mipmapsCount; i++) {
  101692. _loop_1(i);
  101693. }
  101694. // Once all the textures haves been collected as RGBD stored in PNGs
  101695. return Promise.all(promises).then(function () {
  101696. // We can delete the hosting scene keeping track of all the creation objects
  101697. hostingScene.dispose();
  101698. // Creates the json header for the env texture
  101699. var info = {
  101700. version: 1,
  101701. width: cubeWidth,
  101702. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101703. specular: {
  101704. mipmaps: [],
  101705. lodGenerationScale: texture.lodGenerationScale
  101706. }
  101707. };
  101708. // Sets the specular image data information
  101709. var position = 0;
  101710. for (var i = 0; i <= mipmapsCount; i++) {
  101711. for (var face = 0; face < 6; face++) {
  101712. var byteLength = specularTextures[i * 6 + face].byteLength;
  101713. info.specular.mipmaps.push({
  101714. length: byteLength,
  101715. position: position
  101716. });
  101717. position += byteLength;
  101718. }
  101719. }
  101720. // Encode the JSON as an array buffer
  101721. var infoString = JSON.stringify(info);
  101722. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101723. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101724. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101725. infoView[i] = infoString.charCodeAt(i);
  101726. }
  101727. // Ends up with a null terminator for easier parsing
  101728. infoView[infoString.length] = 0x00;
  101729. // Computes the final required size and creates the storage
  101730. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101731. var finalBuffer = new ArrayBuffer(totalSize);
  101732. var finalBufferView = new Uint8Array(finalBuffer);
  101733. var dataView = new DataView(finalBuffer);
  101734. // Copy the magic bytes identifying the file in
  101735. var pos = 0;
  101736. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101737. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101738. }
  101739. // Add the json info
  101740. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101741. pos += infoBuffer.byteLength;
  101742. // Finally inserts the texture data
  101743. for (var i = 0; i <= mipmapsCount; i++) {
  101744. for (var face = 0; face < 6; face++) {
  101745. var dataBuffer = specularTextures[i * 6 + face];
  101746. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101747. pos += dataBuffer.byteLength;
  101748. }
  101749. }
  101750. // Voila
  101751. return finalBuffer;
  101752. });
  101753. };
  101754. /**
  101755. * Creates a JSON representation of the spherical data.
  101756. * @param texture defines the texture containing the polynomials
  101757. * @return the JSON representation of the spherical info
  101758. */
  101759. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101760. var polynmials = texture.sphericalPolynomial;
  101761. if (polynmials == null) {
  101762. return null;
  101763. }
  101764. return {
  101765. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101766. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101767. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101768. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101769. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101770. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101771. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101772. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101773. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101774. };
  101775. };
  101776. /**
  101777. * Uploads the texture info contained in the env file to the GPU.
  101778. * @param texture defines the internal texture to upload to
  101779. * @param arrayBuffer defines the buffer cotaining the data to load
  101780. * @param info defines the texture info retrieved through the GetEnvInfo method
  101781. * @returns a promise
  101782. */
  101783. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101784. if (info.version !== 1) {
  101785. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101786. }
  101787. var specularInfo = info.specular;
  101788. if (!specularInfo) {
  101789. // Nothing else parsed so far
  101790. return Promise.resolve();
  101791. }
  101792. // Double checks the enclosed info
  101793. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101794. mipmapsCount = Math.round(mipmapsCount) + 1;
  101795. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101796. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101797. }
  101798. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101799. var imageData = new Array(mipmapsCount);
  101800. for (var i = 0; i < mipmapsCount; i++) {
  101801. imageData[i] = new Array(6);
  101802. for (var face = 0; face < 6; face++) {
  101803. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101804. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101805. }
  101806. }
  101807. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101808. };
  101809. /**
  101810. * Uploads the levels of image data to the GPU.
  101811. * @param texture defines the internal texture to upload to
  101812. * @param imageData defines the array buffer views of image data [mipmap][face]
  101813. * @returns a promise
  101814. */
  101815. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101816. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101817. throw new Error("Texture size must be a power of two");
  101818. }
  101819. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101820. // Gets everything ready.
  101821. var engine = texture.getEngine();
  101822. var expandTexture = false;
  101823. var generateNonLODTextures = false;
  101824. var rgbdPostProcess = null;
  101825. var cubeRtt = null;
  101826. var lodTextures = null;
  101827. var caps = engine.getCaps();
  101828. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101829. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101830. texture.generateMipMaps = true;
  101831. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101832. // Add extra process if texture lod is not supported
  101833. if (!caps.textureLOD) {
  101834. expandTexture = false;
  101835. generateNonLODTextures = true;
  101836. lodTextures = {};
  101837. }
  101838. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101839. else if (engine.webGLVersion < 2) {
  101840. expandTexture = false;
  101841. }
  101842. // If half float available we can uncompress the texture
  101843. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101844. expandTexture = true;
  101845. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101846. }
  101847. // If full float available we can uncompress the texture
  101848. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101849. expandTexture = true;
  101850. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101851. }
  101852. // Expand the texture if possible
  101853. if (expandTexture) {
  101854. // Simply run through the decode PP
  101855. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101856. texture._isRGBD = false;
  101857. texture.invertY = false;
  101858. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101859. generateDepthBuffer: false,
  101860. generateMipMaps: true,
  101861. generateStencilBuffer: false,
  101862. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101863. type: texture.type,
  101864. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101865. });
  101866. }
  101867. else {
  101868. texture._isRGBD = true;
  101869. texture.invertY = true;
  101870. // In case of missing support, applies the same patch than DDS files.
  101871. if (generateNonLODTextures) {
  101872. var mipSlices = 3;
  101873. var scale = texture._lodGenerationScale;
  101874. var offset = texture._lodGenerationOffset;
  101875. for (var i = 0; i < mipSlices; i++) {
  101876. //compute LOD from even spacing in smoothness (matching shader calculation)
  101877. var smoothness = i / (mipSlices - 1);
  101878. var roughness = 1 - smoothness;
  101879. var minLODIndex = offset; // roughness = 0
  101880. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101881. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101882. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101883. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101884. glTextureFromLod.isCube = true;
  101885. glTextureFromLod.invertY = true;
  101886. glTextureFromLod.generateMipMaps = false;
  101887. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101888. // Wrap in a base texture for easy binding.
  101889. var lodTexture = new BABYLON.BaseTexture(null);
  101890. lodTexture.isCube = true;
  101891. lodTexture._texture = glTextureFromLod;
  101892. lodTextures[mipmapIndex] = lodTexture;
  101893. switch (i) {
  101894. case 0:
  101895. texture._lodTextureLow = lodTexture;
  101896. break;
  101897. case 1:
  101898. texture._lodTextureMid = lodTexture;
  101899. break;
  101900. case 2:
  101901. texture._lodTextureHigh = lodTexture;
  101902. break;
  101903. }
  101904. }
  101905. }
  101906. }
  101907. var promises = [];
  101908. var _loop_3 = function (i) {
  101909. var _loop_4 = function (face) {
  101910. // Constructs an image element from image data
  101911. var bytes = imageData[i][face];
  101912. var blob = new Blob([bytes], { type: 'image/png' });
  101913. var url = URL.createObjectURL(blob);
  101914. var image = new Image();
  101915. image.src = url;
  101916. // Enqueue promise to upload to the texture.
  101917. var promise = new Promise(function (resolve, reject) {
  101918. image.onload = function () {
  101919. if (expandTexture) {
  101920. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101921. reject(message);
  101922. }, image);
  101923. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101924. // Uncompress the data to a RTT
  101925. rgbdPostProcess.onApply = function (effect) {
  101926. effect._bindTexture("textureSampler", tempTexture_1);
  101927. effect.setFloat2("scale", 1, 1);
  101928. };
  101929. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101930. // Cleanup
  101931. engine.restoreDefaultFramebuffer();
  101932. tempTexture_1.dispose();
  101933. window.URL.revokeObjectURL(url);
  101934. resolve();
  101935. });
  101936. }
  101937. else {
  101938. engine._uploadImageToTexture(texture, image, face, i);
  101939. // Upload the face to the non lod texture support
  101940. if (generateNonLODTextures) {
  101941. var lodTexture = lodTextures[i];
  101942. if (lodTexture) {
  101943. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101944. }
  101945. }
  101946. resolve();
  101947. }
  101948. };
  101949. image.onerror = function (error) {
  101950. reject(error);
  101951. };
  101952. });
  101953. promises.push(promise);
  101954. };
  101955. // All faces
  101956. for (var face = 0; face < 6; face++) {
  101957. _loop_4(face);
  101958. }
  101959. };
  101960. // All mipmaps up to provided number of images
  101961. for (var i = 0; i < imageData.length; i++) {
  101962. _loop_3(i);
  101963. }
  101964. // Fill remaining mipmaps with black textures.
  101965. if (imageData.length < mipmapsCount) {
  101966. var data = void 0;
  101967. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101968. var dataLength = size * size * 4;
  101969. switch (texture.type) {
  101970. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101971. data = new Uint8Array(dataLength);
  101972. break;
  101973. }
  101974. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101975. data = new Uint16Array(dataLength);
  101976. break;
  101977. }
  101978. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101979. data = new Float32Array(dataLength);
  101980. break;
  101981. }
  101982. }
  101983. for (var i = imageData.length; i < mipmapsCount; i++) {
  101984. for (var face = 0; face < 6; face++) {
  101985. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101986. }
  101987. }
  101988. }
  101989. // Once all done, finishes the cleanup and return
  101990. return Promise.all(promises).then(function () {
  101991. // Release temp RTT.
  101992. if (cubeRtt) {
  101993. engine._releaseFramebufferObjects(cubeRtt);
  101994. cubeRtt._swapAndDie(texture);
  101995. }
  101996. // Release temp Post Process.
  101997. if (rgbdPostProcess) {
  101998. rgbdPostProcess.dispose();
  101999. }
  102000. // Flag internal texture as ready in case they are in use.
  102001. if (generateNonLODTextures) {
  102002. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102003. texture._lodTextureHigh._texture.isReady = true;
  102004. }
  102005. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102006. texture._lodTextureMid._texture.isReady = true;
  102007. }
  102008. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102009. texture._lodTextureLow._texture.isReady = true;
  102010. }
  102011. }
  102012. });
  102013. };
  102014. /**
  102015. * Uploads spherical polynomials information to the texture.
  102016. * @param texture defines the texture we are trying to upload the information to
  102017. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102018. */
  102019. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102020. if (info.version !== 1) {
  102021. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102022. }
  102023. var irradianceInfo = info.irradiance;
  102024. if (!irradianceInfo) {
  102025. return;
  102026. }
  102027. var sp = new BABYLON.SphericalPolynomial();
  102028. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102029. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102030. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102031. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102032. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102033. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102034. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102035. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102036. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102037. texture._sphericalPolynomial = sp;
  102038. };
  102039. /**
  102040. * Magic number identifying the env file.
  102041. */
  102042. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102043. return EnvironmentTextureTools;
  102044. }());
  102045. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102046. })(BABYLON || (BABYLON = {}));
  102047. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102048. var BABYLON;
  102049. (function (BABYLON) {
  102050. /**
  102051. * Implementation of the ENV Texture Loader.
  102052. */
  102053. var ENVTextureLoader = /** @class */ (function () {
  102054. function ENVTextureLoader() {
  102055. /**
  102056. * Defines wether the loader supports cascade loading the different faces.
  102057. */
  102058. this.supportCascades = false;
  102059. }
  102060. /**
  102061. * This returns if the loader support the current file information.
  102062. * @param extension defines the file extension of the file being loaded
  102063. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102064. * @param fallback defines the fallback internal texture if any
  102065. * @param isBase64 defines whether the texture is encoded as a base64
  102066. * @param isBuffer defines whether the texture data are stored as a buffer
  102067. * @returns true if the loader can load the specified file
  102068. */
  102069. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102070. return extension.indexOf(".env") === 0;
  102071. };
  102072. /**
  102073. * Transform the url before loading if required.
  102074. * @param rootUrl the url of the texture
  102075. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102076. * @returns the transformed texture
  102077. */
  102078. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102079. return rootUrl;
  102080. };
  102081. /**
  102082. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102083. * @param rootUrl the url of the texture
  102084. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102085. * @returns the fallback texture
  102086. */
  102087. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102088. return null;
  102089. };
  102090. /**
  102091. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102092. * @param data contains the texture data
  102093. * @param texture defines the BabylonJS internal texture
  102094. * @param createPolynomials will be true if polynomials have been requested
  102095. * @param onLoad defines the callback to trigger once the texture is ready
  102096. * @param onError defines the callback to trigger in case of error
  102097. */
  102098. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102099. if (Array.isArray(data)) {
  102100. return;
  102101. }
  102102. data = data;
  102103. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102104. if (info) {
  102105. texture.width = info.width;
  102106. texture.height = info.width;
  102107. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102108. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102109. texture.isReady = true;
  102110. if (onLoad) {
  102111. onLoad();
  102112. }
  102113. });
  102114. }
  102115. else if (onError) {
  102116. onError("Can not parse the environment file", null);
  102117. }
  102118. };
  102119. /**
  102120. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102121. * @param data contains the texture data
  102122. * @param texture defines the BabylonJS internal texture
  102123. * @param callback defines the method to call once ready to upload
  102124. */
  102125. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102126. throw ".env not supported in 2d.";
  102127. };
  102128. return ENVTextureLoader;
  102129. }());
  102130. // Register the loader.
  102131. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102132. })(BABYLON || (BABYLON = {}));
  102133. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102134. var BABYLON;
  102135. (function (BABYLON) {
  102136. /**
  102137. * Renders a layer on top of an existing scene
  102138. */
  102139. var UtilityLayerRenderer = /** @class */ (function () {
  102140. /**
  102141. * Instantiates a UtilityLayerRenderer
  102142. * @param originalScene the original scene that will be rendered on top of
  102143. * @param handleEvents boolean indicating if the utility layer should handle events
  102144. */
  102145. function UtilityLayerRenderer(
  102146. /** the original scene that will be rendered on top of */
  102147. originalScene, handleEvents) {
  102148. if (handleEvents === void 0) { handleEvents = true; }
  102149. var _this = this;
  102150. this.originalScene = originalScene;
  102151. this._pointerCaptures = {};
  102152. this._lastPointerEvents = {};
  102153. /**
  102154. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102155. */
  102156. this.pickUtilitySceneFirst = true;
  102157. /**
  102158. * If the utility layer should automatically be rendered on top of existing scene
  102159. */
  102160. this.shouldRender = true;
  102161. /**
  102162. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102163. */
  102164. this.onlyCheckPointerDownEvents = true;
  102165. /**
  102166. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102167. */
  102168. this.processAllEvents = false;
  102169. /**
  102170. * Observable raised when the pointer move from the utility layer scene to the main scene
  102171. */
  102172. this.onPointerOutObservable = new BABYLON.Observable();
  102173. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102174. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102175. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102176. this.utilityLayerScene._allowPostProcessClearColor = false;
  102177. originalScene.getEngine().scenes.pop();
  102178. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102179. this.utilityLayerScene.detachControl();
  102180. if (handleEvents) {
  102181. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102182. if (!_this.utilityLayerScene.activeCamera) {
  102183. return;
  102184. }
  102185. if (!_this.processAllEvents) {
  102186. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102187. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102188. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102189. return;
  102190. }
  102191. }
  102192. var pointerEvent = (prePointerInfo.event);
  102193. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102194. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102195. return;
  102196. }
  102197. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102198. if (!prePointerInfo.ray && utilityScenePick) {
  102199. prePointerInfo.ray = utilityScenePick.ray;
  102200. }
  102201. // always fire the prepointer oversvable
  102202. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102203. // allow every non pointer down event to flow to the utility layer
  102204. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102205. if (!prePointerInfo.skipOnPointerObservable) {
  102206. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102207. }
  102208. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102209. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102210. }
  102211. return;
  102212. }
  102213. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102214. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102215. if (utilityScenePick && utilityScenePick.hit) {
  102216. if (!prePointerInfo.skipOnPointerObservable) {
  102217. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102218. }
  102219. prePointerInfo.skipOnPointerObservable = true;
  102220. }
  102221. }
  102222. else {
  102223. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102224. var pointerEvent_1 = (prePointerInfo.event);
  102225. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102226. if (originalScenePick && utilityScenePick) {
  102227. // No pick in utility scene
  102228. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102229. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102230. // We touched an utility mesh present in the main scene
  102231. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102232. prePointerInfo.skipOnPointerObservable = true;
  102233. }
  102234. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102235. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102236. }
  102237. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102238. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102239. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102240. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102241. }
  102242. }
  102243. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102244. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102245. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102246. // If a previous utility layer set this, do not unset this
  102247. if (!prePointerInfo.skipOnPointerObservable) {
  102248. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102249. }
  102250. }
  102251. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102252. // We have a pick in both scenes but main is closer than utility
  102253. // We touched an utility mesh present in the main scene
  102254. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102255. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102256. prePointerInfo.skipOnPointerObservable = true;
  102257. }
  102258. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102259. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102260. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102261. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102262. }
  102263. }
  102264. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102265. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102266. }
  102267. }
  102268. }
  102269. });
  102270. }
  102271. // Render directly on top of existing scene without clearing
  102272. this.utilityLayerScene.autoClear = false;
  102273. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102274. if (_this.shouldRender) {
  102275. _this.render();
  102276. }
  102277. });
  102278. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102279. _this.dispose();
  102280. });
  102281. this._updateCamera();
  102282. }
  102283. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102284. /**
  102285. * 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)
  102286. */
  102287. get: function () {
  102288. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102289. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102290. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102291. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102292. });
  102293. }
  102294. return UtilityLayerRenderer._DefaultUtilityLayer;
  102295. },
  102296. enumerable: true,
  102297. configurable: true
  102298. });
  102299. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102300. /**
  102301. * 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)
  102302. */
  102303. get: function () {
  102304. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102305. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102306. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102307. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102308. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102309. });
  102310. }
  102311. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102312. },
  102313. enumerable: true,
  102314. configurable: true
  102315. });
  102316. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102317. if (!prePointerInfo.skipOnPointerObservable) {
  102318. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102319. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102320. }
  102321. };
  102322. /**
  102323. * Renders the utility layers scene on top of the original scene
  102324. */
  102325. UtilityLayerRenderer.prototype.render = function () {
  102326. this._updateCamera();
  102327. if (this.utilityLayerScene.activeCamera) {
  102328. // Set the camera's scene to utility layers scene
  102329. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102330. var camera = this.utilityLayerScene.activeCamera;
  102331. camera._scene = this.utilityLayerScene;
  102332. if (camera.leftCamera) {
  102333. camera.leftCamera._scene = this.utilityLayerScene;
  102334. }
  102335. if (camera.rightCamera) {
  102336. camera.rightCamera._scene = this.utilityLayerScene;
  102337. }
  102338. this.utilityLayerScene.render(false);
  102339. // Reset camera's scene back to original
  102340. camera._scene = oldScene;
  102341. if (camera.leftCamera) {
  102342. camera.leftCamera._scene = oldScene;
  102343. }
  102344. if (camera.rightCamera) {
  102345. camera.rightCamera._scene = oldScene;
  102346. }
  102347. }
  102348. };
  102349. /**
  102350. * Disposes of the renderer
  102351. */
  102352. UtilityLayerRenderer.prototype.dispose = function () {
  102353. this.onPointerOutObservable.clear();
  102354. if (this._afterRenderObserver) {
  102355. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102356. }
  102357. if (this._sceneDisposeObserver) {
  102358. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102359. }
  102360. if (this._originalPointerObserver) {
  102361. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102362. }
  102363. this.utilityLayerScene.dispose();
  102364. };
  102365. UtilityLayerRenderer.prototype._updateCamera = function () {
  102366. if (this.originalScene.activeCameras.length > 1) {
  102367. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102368. }
  102369. else {
  102370. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102371. }
  102372. };
  102373. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102374. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102375. return UtilityLayerRenderer;
  102376. }());
  102377. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102378. })(BABYLON || (BABYLON = {}));
  102379. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102380. //# sourceMappingURL=babylon.behavior.js.map
  102381. var BABYLON;
  102382. (function (BABYLON) {
  102383. /**
  102384. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102385. */
  102386. var PointerDragBehavior = /** @class */ (function () {
  102387. /**
  102388. * Creates a pointer drag behavior that can be attached to a mesh
  102389. * @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)
  102390. */
  102391. function PointerDragBehavior(options) {
  102392. /**
  102393. * 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)
  102394. */
  102395. this.maxDragAngle = 0;
  102396. /**
  102397. * @hidden
  102398. */
  102399. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102400. /**
  102401. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102402. */
  102403. this.currentDraggingPointerID = -1;
  102404. /**
  102405. * If the behavior is currently in a dragging state
  102406. */
  102407. this.dragging = false;
  102408. /**
  102409. * 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)
  102410. */
  102411. this.dragDeltaRatio = 0.2;
  102412. /**
  102413. * If the drag plane orientation should be updated during the dragging (Default: true)
  102414. */
  102415. this.updateDragPlane = true;
  102416. // Debug mode will display drag planes to help visualize behavior
  102417. this._debugMode = false;
  102418. this._moving = false;
  102419. /**
  102420. * Fires each time the attached mesh is dragged with the pointer
  102421. * * delta between last drag position and current drag position in world space
  102422. * * dragDistance along the drag axis
  102423. * * dragPlaneNormal normal of the current drag plane used during the drag
  102424. * * dragPlanePoint in world space where the drag intersects the drag plane
  102425. */
  102426. this.onDragObservable = new BABYLON.Observable();
  102427. /**
  102428. * Fires each time a drag begins (eg. mouse down on mesh)
  102429. */
  102430. this.onDragStartObservable = new BABYLON.Observable();
  102431. /**
  102432. * Fires each time a drag ends (eg. mouse release after drag)
  102433. */
  102434. this.onDragEndObservable = new BABYLON.Observable();
  102435. /**
  102436. * If the attached mesh should be moved when dragged
  102437. */
  102438. this.moveAttached = true;
  102439. /**
  102440. * If the drag behavior will react to drag events (Default: true)
  102441. */
  102442. this.enabled = true;
  102443. /**
  102444. * If camera controls should be detached during the drag
  102445. */
  102446. this.detachCameraControls = true;
  102447. /**
  102448. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102449. */
  102450. this.useObjectOrienationForDragging = true;
  102451. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102452. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102453. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102454. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102455. this._attachedElement = null;
  102456. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102457. this._lastPointerRay = {};
  102458. this._dragDelta = new BABYLON.Vector3();
  102459. // Variables to avoid instantiation in the below method
  102460. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102461. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102462. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102463. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102464. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102465. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102466. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102467. this._options = options ? options : {};
  102468. var optionCount = 0;
  102469. if (this._options.dragAxis) {
  102470. optionCount++;
  102471. }
  102472. if (this._options.dragPlaneNormal) {
  102473. optionCount++;
  102474. }
  102475. if (optionCount > 1) {
  102476. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102477. }
  102478. }
  102479. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102480. /**
  102481. * The name of the behavior
  102482. */
  102483. get: function () {
  102484. return "PointerDrag";
  102485. },
  102486. enumerable: true,
  102487. configurable: true
  102488. });
  102489. /**
  102490. * Initializes the behavior
  102491. */
  102492. PointerDragBehavior.prototype.init = function () { };
  102493. /**
  102494. * Attaches the drag behavior the passed in mesh
  102495. * @param ownerNode The mesh that will be dragged around once attached
  102496. */
  102497. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102498. var _this = this;
  102499. this._scene = ownerNode.getScene();
  102500. this._attachedNode = ownerNode;
  102501. // Initialize drag plane to not interfere with existing scene
  102502. if (!PointerDragBehavior._planeScene) {
  102503. if (this._debugMode) {
  102504. PointerDragBehavior._planeScene = this._scene;
  102505. }
  102506. else {
  102507. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102508. PointerDragBehavior._planeScene.detachControl();
  102509. this._scene.getEngine().scenes.pop();
  102510. this._scene.onDisposeObservable.addOnce(function () {
  102511. PointerDragBehavior._planeScene.dispose();
  102512. PointerDragBehavior._planeScene = null;
  102513. });
  102514. }
  102515. }
  102516. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102517. // State of the drag
  102518. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102519. var pickPredicate = function (m) {
  102520. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102521. };
  102522. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102523. if (!_this.enabled) {
  102524. return;
  102525. }
  102526. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102527. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102528. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102529. }
  102530. }
  102531. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102532. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102533. _this.releaseDrag();
  102534. }
  102535. }
  102536. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102537. var pointerId = pointerInfo.event.pointerId;
  102538. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102539. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102540. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102541. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102542. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102543. }
  102544. _this.currentDraggingPointerID = pointerId;
  102545. }
  102546. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102547. if (!_this._lastPointerRay[pointerId]) {
  102548. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102549. }
  102550. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102551. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102552. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102553. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102554. _this._moveDrag(pointerInfo.pickInfo.ray);
  102555. }
  102556. }
  102557. }
  102558. });
  102559. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102560. if (_this._moving && _this.moveAttached) {
  102561. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102562. // Slowly move mesh to avoid jitter
  102563. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102564. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102565. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102566. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102567. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102568. }
  102569. });
  102570. };
  102571. /**
  102572. * Force relase the drag action by code.
  102573. */
  102574. PointerDragBehavior.prototype.releaseDrag = function () {
  102575. this.dragging = false;
  102576. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102577. this.currentDraggingPointerID = -1;
  102578. this._moving = false;
  102579. // Reattach camera controls
  102580. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102581. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102582. }
  102583. };
  102584. /**
  102585. * Simulates the start of a pointer drag event on the behavior
  102586. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102587. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102588. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102589. */
  102590. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102591. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102592. this._startDrag(pointerId, fromRay, startPickedPoint);
  102593. var lastRay = this._lastPointerRay[pointerId];
  102594. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102595. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102596. }
  102597. if (lastRay) {
  102598. // if there was a last pointer ray drag the object there
  102599. this._moveDrag(lastRay);
  102600. }
  102601. };
  102602. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102603. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102604. return;
  102605. }
  102606. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102607. // Create start ray from the camera to the object
  102608. if (fromRay) {
  102609. this._startDragRay.direction.copyFrom(fromRay.direction);
  102610. this._startDragRay.origin.copyFrom(fromRay.origin);
  102611. }
  102612. else {
  102613. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102614. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102615. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102616. }
  102617. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102618. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102619. if (pickedPoint) {
  102620. this.dragging = true;
  102621. this.currentDraggingPointerID = pointerId;
  102622. this.lastDragPosition.copyFrom(pickedPoint);
  102623. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102624. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102625. // Detatch camera controls
  102626. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102627. if (this._scene.activeCamera.inputs.attachedElement) {
  102628. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102629. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102630. }
  102631. else {
  102632. this._attachedElement = null;
  102633. }
  102634. }
  102635. }
  102636. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102637. };
  102638. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102639. this._moving = true;
  102640. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102641. if (pickedPoint) {
  102642. if (this.updateDragPlane) {
  102643. this._updateDragPlanePosition(ray, pickedPoint);
  102644. }
  102645. var dragLength = 0;
  102646. // depending on the drag mode option drag accordingly
  102647. if (this._options.dragAxis) {
  102648. // Convert local drag axis to world
  102649. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102650. // Project delta drag from the drag plane onto the drag axis
  102651. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102652. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102653. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102654. }
  102655. else {
  102656. dragLength = this._dragDelta.length();
  102657. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102658. }
  102659. this._targetPosition.addInPlace(this._dragDelta);
  102660. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102661. this.lastDragPosition.copyFrom(pickedPoint);
  102662. }
  102663. };
  102664. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102665. var _this = this;
  102666. if (!ray) {
  102667. return null;
  102668. }
  102669. // Calculate angle between plane normal and ray
  102670. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102671. // Correct if ray is casted from oposite side
  102672. if (angle > Math.PI / 2) {
  102673. angle = Math.PI - angle;
  102674. }
  102675. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102676. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102677. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102678. // Invert ray direction along the towards object axis
  102679. this._tmpVector.copyFrom(ray.direction);
  102680. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102681. this._alternatePickedPoint.normalize();
  102682. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102683. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102684. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102685. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102686. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102687. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102688. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102689. return this._alternatePickedPoint;
  102690. }
  102691. else {
  102692. return null;
  102693. }
  102694. }
  102695. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102696. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102697. return pickResult.pickedPoint;
  102698. }
  102699. else {
  102700. return null;
  102701. }
  102702. };
  102703. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102704. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102705. this._pointA.copyFrom(dragPlanePosition);
  102706. if (this._options.dragAxis) {
  102707. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102708. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102709. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102710. ray.origin.subtractToRef(this._pointA, this._pointC);
  102711. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102712. // Get perpendicular line from direction to camera and drag axis
  102713. this._pointB.subtractToRef(this._pointA, this._lineA);
  102714. this._pointC.subtractToRef(this._pointA, this._lineB);
  102715. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102716. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102717. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102718. this._lookAt.normalize();
  102719. this._dragPlane.position.copyFrom(this._pointA);
  102720. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  102721. this._dragPlane.lookAt(this._lookAt);
  102722. }
  102723. else if (this._options.dragPlaneNormal) {
  102724. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102725. this._dragPlane.position.copyFrom(this._pointA);
  102726. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  102727. this._dragPlane.lookAt(this._lookAt);
  102728. }
  102729. else {
  102730. this._dragPlane.position.copyFrom(this._pointA);
  102731. this._dragPlane.lookAt(ray.origin);
  102732. }
  102733. this._dragPlane.computeWorldMatrix(true);
  102734. };
  102735. /**
  102736. * Detaches the behavior from the mesh
  102737. */
  102738. PointerDragBehavior.prototype.detach = function () {
  102739. if (this._pointerObserver) {
  102740. this._scene.onPointerObservable.remove(this._pointerObserver);
  102741. }
  102742. if (this._beforeRenderObserver) {
  102743. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102744. }
  102745. };
  102746. PointerDragBehavior._AnyMouseID = -2;
  102747. return PointerDragBehavior;
  102748. }());
  102749. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102750. })(BABYLON || (BABYLON = {}));
  102751. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102752. var BABYLON;
  102753. (function (BABYLON) {
  102754. /**
  102755. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102756. */
  102757. var MultiPointerScaleBehavior = /** @class */ (function () {
  102758. /**
  102759. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102760. */
  102761. function MultiPointerScaleBehavior() {
  102762. this._startDistance = 0;
  102763. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102764. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102765. this._sceneRenderObserver = null;
  102766. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102767. this._dragBehaviorA.moveAttached = false;
  102768. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102769. this._dragBehaviorB.moveAttached = false;
  102770. }
  102771. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102772. /**
  102773. * The name of the behavior
  102774. */
  102775. get: function () {
  102776. return "MultiPointerScale";
  102777. },
  102778. enumerable: true,
  102779. configurable: true
  102780. });
  102781. /**
  102782. * Initializes the behavior
  102783. */
  102784. MultiPointerScaleBehavior.prototype.init = function () { };
  102785. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102786. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102787. };
  102788. /**
  102789. * Attaches the scale behavior the passed in mesh
  102790. * @param ownerNode The mesh that will be scaled around once attached
  102791. */
  102792. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102793. var _this = this;
  102794. this._ownerNode = ownerNode;
  102795. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102796. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102797. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102798. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102799. _this._dragBehaviorA.releaseDrag();
  102800. }
  102801. else {
  102802. _this._initialScale.copyFrom(ownerNode.scaling);
  102803. _this._startDistance = _this._getCurrentDistance();
  102804. }
  102805. }
  102806. });
  102807. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102808. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102809. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102810. _this._dragBehaviorB.releaseDrag();
  102811. }
  102812. else {
  102813. _this._initialScale.copyFrom(ownerNode.scaling);
  102814. _this._startDistance = _this._getCurrentDistance();
  102815. }
  102816. }
  102817. });
  102818. // Once both drag behaviors are active scale based on the distance between the two pointers
  102819. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102820. behavior.onDragObservable.add(function () {
  102821. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102822. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102823. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102824. }
  102825. });
  102826. });
  102827. ownerNode.addBehavior(this._dragBehaviorA);
  102828. ownerNode.addBehavior(this._dragBehaviorB);
  102829. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102830. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102831. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102832. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102833. if (change.length() > 0.01) {
  102834. ownerNode.scaling.addInPlace(change);
  102835. }
  102836. }
  102837. });
  102838. };
  102839. /**
  102840. * Detaches the behavior from the mesh
  102841. */
  102842. MultiPointerScaleBehavior.prototype.detach = function () {
  102843. var _this = this;
  102844. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102845. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102846. behavior.onDragStartObservable.clear();
  102847. behavior.onDragObservable.clear();
  102848. _this._ownerNode.removeBehavior(behavior);
  102849. });
  102850. };
  102851. return MultiPointerScaleBehavior;
  102852. }());
  102853. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102854. })(BABYLON || (BABYLON = {}));
  102855. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102856. var BABYLON;
  102857. (function (BABYLON) {
  102858. /**
  102859. * 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
  102860. */
  102861. var SixDofDragBehavior = /** @class */ (function () {
  102862. /**
  102863. * 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
  102864. */
  102865. function SixDofDragBehavior() {
  102866. this._sceneRenderObserver = null;
  102867. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102868. this._moving = false;
  102869. this._startingOrientation = new BABYLON.Quaternion();
  102870. /**
  102871. * 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)
  102872. */
  102873. this.zDragFactor = 3;
  102874. /**
  102875. * If the behavior is currently in a dragging state
  102876. */
  102877. this.dragging = false;
  102878. /**
  102879. * 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)
  102880. */
  102881. this.dragDeltaRatio = 0.2;
  102882. /**
  102883. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102884. */
  102885. this.currentDraggingPointerID = -1;
  102886. /**
  102887. * If camera controls should be detached during the drag
  102888. */
  102889. this.detachCameraControls = true;
  102890. /**
  102891. * Fires each time a drag starts
  102892. */
  102893. this.onDragStartObservable = new BABYLON.Observable();
  102894. /**
  102895. * Fires each time a drag ends (eg. mouse release after drag)
  102896. */
  102897. this.onDragEndObservable = new BABYLON.Observable();
  102898. }
  102899. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102900. /**
  102901. * The name of the behavior
  102902. */
  102903. get: function () {
  102904. return "SixDofDrag";
  102905. },
  102906. enumerable: true,
  102907. configurable: true
  102908. });
  102909. /**
  102910. * Initializes the behavior
  102911. */
  102912. SixDofDragBehavior.prototype.init = function () { };
  102913. /**
  102914. * Attaches the scale behavior the passed in mesh
  102915. * @param ownerNode The mesh that will be scaled around once attached
  102916. */
  102917. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102918. var _this = this;
  102919. this._ownerNode = ownerNode;
  102920. this._scene = this._ownerNode.getScene();
  102921. if (!SixDofDragBehavior._virtualScene) {
  102922. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102923. SixDofDragBehavior._virtualScene.detachControl();
  102924. this._scene.getEngine().scenes.pop();
  102925. }
  102926. var pickedMesh = null;
  102927. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102928. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102929. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102930. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102931. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102932. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102933. var pickPredicate = function (m) {
  102934. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102935. };
  102936. var attachedElement = null;
  102937. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102938. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102939. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102940. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102941. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102942. }
  102943. pickedMesh = _this._ownerNode;
  102944. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102945. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102946. // Set position and orientation of the controller
  102947. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102948. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102949. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  102950. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102951. pickedMesh.computeWorldMatrix();
  102952. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102953. if (!pickedMesh.rotationQuaternion) {
  102954. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102955. }
  102956. var oldParent = pickedMesh.parent;
  102957. pickedMesh.setParent(null);
  102958. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102959. pickedMesh.setParent(oldParent);
  102960. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102961. // Update state
  102962. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102963. _this.dragging = true;
  102964. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102965. // Detatch camera controls
  102966. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102967. if (_this._scene.activeCamera.inputs.attachedElement) {
  102968. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102969. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102970. }
  102971. else {
  102972. attachedElement = null;
  102973. }
  102974. }
  102975. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102976. _this.onDragStartObservable.notifyObservers({});
  102977. }
  102978. }
  102979. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102980. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102981. _this.dragging = false;
  102982. _this._moving = false;
  102983. _this.currentDraggingPointerID = -1;
  102984. pickedMesh = null;
  102985. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102986. // Reattach camera controls
  102987. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102988. _this._scene.activeCamera.attachControl(attachedElement, true);
  102989. }
  102990. _this.onDragEndObservable.notifyObservers({});
  102991. }
  102992. }
  102993. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102994. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102995. var zDragFactor = _this.zDragFactor;
  102996. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102997. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102998. zDragFactor = 0;
  102999. }
  103000. // Calculate controller drag distance in controller space
  103001. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103002. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103003. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103004. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103005. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103006. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103007. if (_this._virtualDragMesh.position.z < 0) {
  103008. _this._virtualDragMesh.position.z = 0;
  103009. }
  103010. // Update the controller position
  103011. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103012. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  103013. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103014. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103015. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103016. if (pickedMesh.parent) {
  103017. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103018. }
  103019. if (!_this._moving) {
  103020. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103021. }
  103022. _this._moving = true;
  103023. }
  103024. }
  103025. });
  103026. var tmpQuaternion = new BABYLON.Quaternion();
  103027. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103028. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103029. if (_this.dragging && _this._moving && pickedMesh) {
  103030. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103031. // Slowly move mesh to avoid jitter
  103032. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103033. // Get change in rotation
  103034. tmpQuaternion.copyFrom(_this._startingOrientation);
  103035. tmpQuaternion.x = -tmpQuaternion.x;
  103036. tmpQuaternion.y = -tmpQuaternion.y;
  103037. tmpQuaternion.z = -tmpQuaternion.z;
  103038. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103039. // Convert change in rotation to only y axis rotation
  103040. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103041. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103042. // Slowly move mesh to avoid jitter
  103043. var oldParent = pickedMesh.parent;
  103044. pickedMesh.setParent(null);
  103045. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103046. pickedMesh.setParent(oldParent);
  103047. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103048. }
  103049. });
  103050. };
  103051. /**
  103052. * Detaches the behavior from the mesh
  103053. */
  103054. SixDofDragBehavior.prototype.detach = function () {
  103055. if (this._scene) {
  103056. this._scene.onPointerObservable.remove(this._pointerObserver);
  103057. }
  103058. if (this._ownerNode) {
  103059. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103060. }
  103061. if (this._virtualOriginMesh) {
  103062. this._virtualOriginMesh.dispose();
  103063. }
  103064. if (this._virtualDragMesh) {
  103065. this._virtualDragMesh.dispose();
  103066. }
  103067. this.onDragEndObservable.clear();
  103068. this.onDragStartObservable.clear();
  103069. };
  103070. return SixDofDragBehavior;
  103071. }());
  103072. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103073. })(BABYLON || (BABYLON = {}));
  103074. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103075. var BABYLON;
  103076. (function (BABYLON) {
  103077. /**
  103078. * @hidden
  103079. */
  103080. var FaceDirectionInfo = /** @class */ (function () {
  103081. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103082. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103083. if (diff === void 0) { diff = 0; }
  103084. if (ignore === void 0) { ignore = false; }
  103085. this.direction = direction;
  103086. this.rotatedDirection = rotatedDirection;
  103087. this.diff = diff;
  103088. this.ignore = ignore;
  103089. }
  103090. return FaceDirectionInfo;
  103091. }());
  103092. /**
  103093. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103094. */
  103095. var AttachToBoxBehavior = /** @class */ (function () {
  103096. /**
  103097. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103098. * @param ui The transform node that should be attched to the mesh
  103099. */
  103100. function AttachToBoxBehavior(ui) {
  103101. this.ui = ui;
  103102. /**
  103103. * The name of the behavior
  103104. */
  103105. this.name = "AttachToBoxBehavior";
  103106. /**
  103107. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103108. */
  103109. this.distanceAwayFromFace = 0.15;
  103110. /**
  103111. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103112. */
  103113. this.distanceAwayFromBottomOfFace = 0.15;
  103114. 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))];
  103115. this._tmpMatrix = new BABYLON.Matrix();
  103116. this._tmpVector = new BABYLON.Vector3();
  103117. this._zeroVector = BABYLON.Vector3.Zero();
  103118. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103119. /* Does nothing */
  103120. }
  103121. /**
  103122. * Initializes the behavior
  103123. */
  103124. AttachToBoxBehavior.prototype.init = function () {
  103125. /* Does nothing */
  103126. };
  103127. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103128. var _this = this;
  103129. // Go over each face and calculate the angle between the face's normal and targetDirection
  103130. this._faceVectors.forEach(function (v) {
  103131. if (!_this._target.rotationQuaternion) {
  103132. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103133. }
  103134. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103135. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103136. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103137. });
  103138. // Return the face information of the one with the normal closeset to target direction
  103139. return this._faceVectors.reduce(function (min, p) {
  103140. if (min.ignore) {
  103141. return p;
  103142. }
  103143. else if (p.ignore) {
  103144. return min;
  103145. }
  103146. else {
  103147. return min.diff < p.diff ? min : p;
  103148. }
  103149. }, this._faceVectors[0]);
  103150. };
  103151. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103152. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103153. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103154. this._lookAtTmpMatrix.invert();
  103155. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103156. };
  103157. /**
  103158. * Attaches the AttachToBoxBehavior to the passed in mesh
  103159. * @param target The mesh that the specified node will be attached to
  103160. */
  103161. AttachToBoxBehavior.prototype.attach = function (target) {
  103162. var _this = this;
  103163. this._target = target;
  103164. this._scene = this._target.getScene();
  103165. // Every frame, update the app bars position
  103166. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103167. if (!_this._scene.activeCamera) {
  103168. return;
  103169. }
  103170. // Find the face closest to the cameras position
  103171. var cameraPos = _this._scene.activeCamera.position;
  103172. if (_this._scene.activeCamera.devicePosition) {
  103173. cameraPos = _this._scene.activeCamera.devicePosition;
  103174. }
  103175. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103176. if (_this._scene.activeCamera.leftCamera) {
  103177. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103178. }
  103179. else {
  103180. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103181. }
  103182. // Get camera up direction
  103183. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103184. // Ignore faces to not select a parrelel face for the up vector of the UI
  103185. _this._faceVectors.forEach(function (v) {
  103186. if (facing.direction.x && v.direction.x) {
  103187. v.ignore = true;
  103188. }
  103189. if (facing.direction.y && v.direction.y) {
  103190. v.ignore = true;
  103191. }
  103192. if (facing.direction.z && v.direction.z) {
  103193. v.ignore = true;
  103194. }
  103195. });
  103196. var facingUp = _this._closestFace(_this._tmpVector);
  103197. // Unignore faces
  103198. _this._faceVectors.forEach(function (v) {
  103199. v.ignore = false;
  103200. });
  103201. // Position the app bar on that face
  103202. _this.ui.position.copyFrom(target.position);
  103203. if (facing.direction.x) {
  103204. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103205. _this.ui.position.addInPlace(_this._tmpVector);
  103206. }
  103207. if (facing.direction.y) {
  103208. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103209. _this.ui.position.addInPlace(_this._tmpVector);
  103210. }
  103211. if (facing.direction.z) {
  103212. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103213. _this.ui.position.addInPlace(_this._tmpVector);
  103214. }
  103215. // Rotate to be oriented properly to the camera
  103216. if (!_this.ui.rotationQuaternion) {
  103217. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103218. }
  103219. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103220. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103221. // Place ui the correct distance from the bottom of the mesh
  103222. if (facingUp.direction.x) {
  103223. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103224. }
  103225. if (facingUp.direction.y) {
  103226. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103227. }
  103228. if (facingUp.direction.z) {
  103229. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103230. }
  103231. _this.ui.position.addInPlace(_this._tmpVector);
  103232. });
  103233. };
  103234. /**
  103235. * Detaches the behavior from the mesh
  103236. */
  103237. AttachToBoxBehavior.prototype.detach = function () {
  103238. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103239. };
  103240. return AttachToBoxBehavior;
  103241. }());
  103242. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103243. })(BABYLON || (BABYLON = {}));
  103244. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103245. var BABYLON;
  103246. (function (BABYLON) {
  103247. /**
  103248. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103249. */
  103250. var FadeInOutBehavior = /** @class */ (function () {
  103251. /**
  103252. * Instatiates the FadeInOutBehavior
  103253. */
  103254. function FadeInOutBehavior() {
  103255. var _this = this;
  103256. /**
  103257. * Time in milliseconds to delay before fading in (Default: 0)
  103258. */
  103259. this.delay = 0;
  103260. /**
  103261. * Time in milliseconds for the mesh to fade in (Default: 300)
  103262. */
  103263. this.fadeInTime = 300;
  103264. this._millisecondsPerFrame = 1000 / 60;
  103265. this._hovered = false;
  103266. this._hoverValue = 0;
  103267. this._ownerNode = null;
  103268. this._update = function () {
  103269. if (_this._ownerNode) {
  103270. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103271. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103272. if (_this._ownerNode.visibility > 1) {
  103273. _this._setAllVisibility(_this._ownerNode, 1);
  103274. _this._hoverValue = _this.fadeInTime + _this.delay;
  103275. return;
  103276. }
  103277. else if (_this._ownerNode.visibility < 0) {
  103278. _this._setAllVisibility(_this._ownerNode, 0);
  103279. if (_this._hoverValue < 0) {
  103280. _this._hoverValue = 0;
  103281. return;
  103282. }
  103283. }
  103284. setTimeout(_this._update, _this._millisecondsPerFrame);
  103285. }
  103286. };
  103287. }
  103288. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103289. /**
  103290. * The name of the behavior
  103291. */
  103292. get: function () {
  103293. return "FadeInOut";
  103294. },
  103295. enumerable: true,
  103296. configurable: true
  103297. });
  103298. /**
  103299. * Initializes the behavior
  103300. */
  103301. FadeInOutBehavior.prototype.init = function () {
  103302. };
  103303. /**
  103304. * Attaches the fade behavior on the passed in mesh
  103305. * @param ownerNode The mesh that will be faded in/out once attached
  103306. */
  103307. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103308. this._ownerNode = ownerNode;
  103309. this._setAllVisibility(this._ownerNode, 0);
  103310. };
  103311. /**
  103312. * Detaches the behavior from the mesh
  103313. */
  103314. FadeInOutBehavior.prototype.detach = function () {
  103315. this._ownerNode = null;
  103316. };
  103317. /**
  103318. * Triggers the mesh to begin fading in or out
  103319. * @param value if the object should fade in or out (true to fade in)
  103320. */
  103321. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103322. this._hovered = value;
  103323. this._update();
  103324. };
  103325. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103326. var _this = this;
  103327. mesh.visibility = value;
  103328. mesh.getChildMeshes().forEach(function (c) {
  103329. _this._setAllVisibility(c, value);
  103330. });
  103331. };
  103332. return FadeInOutBehavior;
  103333. }());
  103334. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103335. })(BABYLON || (BABYLON = {}));
  103336. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103337. var BABYLON;
  103338. (function (BABYLON) {
  103339. /**
  103340. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103341. */
  103342. var Gizmo = /** @class */ (function () {
  103343. /**
  103344. * Creates a gizmo
  103345. * @param gizmoLayer The utility layer the gizmo will be added to
  103346. */
  103347. function Gizmo(
  103348. /** The utility layer the gizmo will be added to */
  103349. gizmoLayer) {
  103350. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103351. var _this = this;
  103352. this.gizmoLayer = gizmoLayer;
  103353. /**
  103354. * Ratio for the scale of the gizmo (Default: 1)
  103355. */
  103356. this.scaleRatio = 1;
  103357. this._tmpMatrix = new BABYLON.Matrix();
  103358. /**
  103359. * If a custom mesh has been set (Default: false)
  103360. */
  103361. this._customMeshSet = false;
  103362. /**
  103363. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103364. */
  103365. this.updateGizmoRotationToMatchAttachedMesh = true;
  103366. /**
  103367. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103368. */
  103369. this.updateGizmoPositionToMatchAttachedMesh = true;
  103370. /**
  103371. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103372. */
  103373. this._updateScale = true;
  103374. this._interactionsEnabled = true;
  103375. this._tempVector = new BABYLON.Vector3();
  103376. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103377. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103378. _this._update();
  103379. });
  103380. this.attachedMesh = null;
  103381. }
  103382. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103383. /**
  103384. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103385. * * When set, interactions will be enabled
  103386. */
  103387. get: function () {
  103388. return this._attachedMesh;
  103389. },
  103390. set: function (value) {
  103391. this._attachedMesh = value;
  103392. this._rootMesh.setEnabled(value ? true : false);
  103393. this._attachedMeshChanged(value);
  103394. },
  103395. enumerable: true,
  103396. configurable: true
  103397. });
  103398. /**
  103399. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103400. * @param mesh The mesh to replace the default mesh of the gizmo
  103401. */
  103402. Gizmo.prototype.setCustomMesh = function (mesh) {
  103403. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103404. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103405. }
  103406. this._rootMesh.getChildMeshes().forEach(function (c) {
  103407. c.dispose();
  103408. });
  103409. mesh.parent = this._rootMesh;
  103410. this._customMeshSet = true;
  103411. };
  103412. Gizmo.prototype._attachedMeshChanged = function (value) {
  103413. };
  103414. /**
  103415. * @hidden
  103416. * Updates the gizmo to match the attached mesh's position/rotation
  103417. */
  103418. Gizmo.prototype._update = function () {
  103419. if (this.attachedMesh) {
  103420. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103421. if (!this._rootMesh.rotationQuaternion) {
  103422. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103423. }
  103424. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103425. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103426. if (this.attachedMesh.scaling.x < 0) {
  103427. this.attachedMesh.scaling.x *= -1;
  103428. }
  103429. if (this.attachedMesh.scaling.y < 0) {
  103430. this.attachedMesh.scaling.y *= -1;
  103431. }
  103432. if (this.attachedMesh.scaling.z < 0) {
  103433. this.attachedMesh.scaling.z *= -1;
  103434. }
  103435. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103436. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103437. this.attachedMesh.computeWorldMatrix();
  103438. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103439. }
  103440. else if (this._rootMesh.rotationQuaternion) {
  103441. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103442. }
  103443. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103444. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103445. }
  103446. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103447. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103448. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103449. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103450. }
  103451. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103452. var dist = this._tempVector.length() * this.scaleRatio;
  103453. this._rootMesh.scaling.set(dist, dist, dist);
  103454. }
  103455. }
  103456. };
  103457. /**
  103458. * Disposes of the gizmo
  103459. */
  103460. Gizmo.prototype.dispose = function () {
  103461. this._rootMesh.dispose();
  103462. if (this._beforeRenderObserver) {
  103463. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103464. }
  103465. };
  103466. return Gizmo;
  103467. }());
  103468. BABYLON.Gizmo = Gizmo;
  103469. })(BABYLON || (BABYLON = {}));
  103470. //# sourceMappingURL=babylon.gizmo.js.map
  103471. var BABYLON;
  103472. (function (BABYLON) {
  103473. /**
  103474. * Single axis drag gizmo
  103475. */
  103476. var AxisDragGizmo = /** @class */ (function (_super) {
  103477. __extends(AxisDragGizmo, _super);
  103478. /**
  103479. * Creates an AxisDragGizmo
  103480. * @param gizmoLayer The utility layer the gizmo will be added to
  103481. * @param dragAxis The axis which the gizmo will be able to drag on
  103482. * @param color The color of the gizmo
  103483. */
  103484. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103485. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103486. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103487. var _this = _super.call(this, gizmoLayer) || this;
  103488. _this._pointerObserver = null;
  103489. /**
  103490. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103491. */
  103492. _this.snapDistance = 0;
  103493. /**
  103494. * Event that fires each time the gizmo snaps to a new location.
  103495. * * snapDistance is the the change in distance
  103496. */
  103497. _this.onSnapObservable = new BABYLON.Observable();
  103498. // Create Material
  103499. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103500. coloredMaterial.disableLighting = true;
  103501. coloredMaterial.emissiveColor = color;
  103502. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103503. hoverMaterial.disableLighting = true;
  103504. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103505. // Build mesh on root node
  103506. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103507. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103508. arrow.scaling.scaleInPlace(1 / 3);
  103509. arrow.parent = _this._rootMesh;
  103510. var currentSnapDragDistance = 0;
  103511. var tmpVector = new BABYLON.Vector3();
  103512. var tmpSnapEvent = { snapDistance: 0 };
  103513. // Add drag behavior to handle events when the gizmo is dragged
  103514. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103515. _this.dragBehavior.moveAttached = false;
  103516. _this._rootMesh.addBehavior(_this.dragBehavior);
  103517. var localDelta = new BABYLON.Vector3();
  103518. var tmpMatrix = new BABYLON.Matrix();
  103519. _this.dragBehavior.onDragObservable.add(function (event) {
  103520. if (_this.attachedMesh) {
  103521. // Convert delta to local translation if it has a parent
  103522. if (_this.attachedMesh.parent) {
  103523. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103524. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103525. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103526. }
  103527. else {
  103528. localDelta.copyFrom(event.delta);
  103529. }
  103530. // Snapping logic
  103531. if (_this.snapDistance == 0) {
  103532. _this.attachedMesh.position.addInPlace(localDelta);
  103533. }
  103534. else {
  103535. currentSnapDragDistance += event.dragDistance;
  103536. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103537. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103538. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103539. localDelta.normalizeToRef(tmpVector);
  103540. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103541. _this.attachedMesh.position.addInPlace(tmpVector);
  103542. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103543. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103544. }
  103545. }
  103546. }
  103547. });
  103548. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103549. if (_this._customMeshSet) {
  103550. return;
  103551. }
  103552. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103553. var material = isHovered ? hoverMaterial : coloredMaterial;
  103554. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103555. m.material = material;
  103556. if (m.color) {
  103557. m.color = material.emissiveColor;
  103558. }
  103559. });
  103560. });
  103561. return _this;
  103562. }
  103563. /** @hidden */
  103564. AxisDragGizmo._CreateArrow = function (scene, material) {
  103565. var arrow = new BABYLON.TransformNode("arrow", scene);
  103566. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103567. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103568. line.color = material.emissiveColor;
  103569. cylinder.parent = arrow;
  103570. line.parent = arrow;
  103571. // Position arrow pointing in its drag axis
  103572. cylinder.scaling.scaleInPlace(0.05);
  103573. cylinder.material = material;
  103574. cylinder.rotation.x = Math.PI / 2;
  103575. cylinder.position.z += 0.3;
  103576. line.scaling.scaleInPlace(0.26);
  103577. line.rotation.x = Math.PI / 2;
  103578. line.material = material;
  103579. return arrow;
  103580. };
  103581. /** @hidden */
  103582. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103583. var instance = new BABYLON.TransformNode("arrow", scene);
  103584. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103585. var mesh = _a[_i];
  103586. var childInstance = mesh.createInstance(mesh.name);
  103587. childInstance.parent = instance;
  103588. }
  103589. return instance;
  103590. };
  103591. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103592. if (this.dragBehavior) {
  103593. this.dragBehavior.enabled = value ? true : false;
  103594. }
  103595. };
  103596. /**
  103597. * Disposes of the gizmo
  103598. */
  103599. AxisDragGizmo.prototype.dispose = function () {
  103600. this.onSnapObservable.clear();
  103601. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103602. this.dragBehavior.detach();
  103603. _super.prototype.dispose.call(this);
  103604. };
  103605. return AxisDragGizmo;
  103606. }(BABYLON.Gizmo));
  103607. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103608. })(BABYLON || (BABYLON = {}));
  103609. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103610. var BABYLON;
  103611. (function (BABYLON) {
  103612. /**
  103613. * Single axis scale gizmo
  103614. */
  103615. var AxisScaleGizmo = /** @class */ (function (_super) {
  103616. __extends(AxisScaleGizmo, _super);
  103617. /**
  103618. * Creates an AxisScaleGizmo
  103619. * @param gizmoLayer The utility layer the gizmo will be added to
  103620. * @param dragAxis The axis which the gizmo will be able to scale on
  103621. * @param color The color of the gizmo
  103622. */
  103623. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103624. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103625. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103626. var _this = _super.call(this, gizmoLayer) || this;
  103627. _this._pointerObserver = null;
  103628. /**
  103629. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103630. */
  103631. _this.snapDistance = 0;
  103632. /**
  103633. * Event that fires each time the gizmo snaps to a new location.
  103634. * * snapDistance is the the change in distance
  103635. */
  103636. _this.onSnapObservable = new BABYLON.Observable();
  103637. /**
  103638. * If the scaling operation should be done on all axis (default: false)
  103639. */
  103640. _this.uniformScaling = false;
  103641. // Create Material
  103642. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103643. _this._coloredMaterial.disableLighting = true;
  103644. _this._coloredMaterial.emissiveColor = color;
  103645. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103646. hoverMaterial.disableLighting = true;
  103647. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103648. // Build mesh on root node
  103649. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103650. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103651. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103652. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103653. arrow.addChild(arrowMesh);
  103654. arrow.addChild(arrowTail);
  103655. // Position arrow pointing in its drag axis
  103656. arrowMesh.scaling.scaleInPlace(0.1);
  103657. arrowMesh.material = _this._coloredMaterial;
  103658. arrowMesh.rotation.x = Math.PI / 2;
  103659. arrowMesh.position.z += 0.3;
  103660. arrowTail.scaling.scaleInPlace(0.26);
  103661. arrowTail.rotation.x = Math.PI / 2;
  103662. arrowTail.material = _this._coloredMaterial;
  103663. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103664. _this._rootMesh.addChild(arrow);
  103665. arrow.scaling.scaleInPlace(1 / 3);
  103666. // Add drag behavior to handle events when the gizmo is dragged
  103667. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103668. _this.dragBehavior.moveAttached = false;
  103669. _this._rootMesh.addBehavior(_this.dragBehavior);
  103670. var currentSnapDragDistance = 0;
  103671. var tmpVector = new BABYLON.Vector3();
  103672. var tmpSnapEvent = { snapDistance: 0 };
  103673. _this.dragBehavior.onDragObservable.add(function (event) {
  103674. if (_this.attachedMesh) {
  103675. // Snapping logic
  103676. var snapped = false;
  103677. var dragSteps = 0;
  103678. if (_this.uniformScaling) {
  103679. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103680. if (tmpVector.y < 0) {
  103681. tmpVector.scaleInPlace(-1);
  103682. }
  103683. }
  103684. else {
  103685. tmpVector.copyFrom(dragAxis);
  103686. }
  103687. if (_this.snapDistance == 0) {
  103688. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103689. }
  103690. else {
  103691. currentSnapDragDistance += event.dragDistance;
  103692. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103693. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103694. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103695. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103696. snapped = true;
  103697. }
  103698. else {
  103699. tmpVector.scaleInPlace(0);
  103700. }
  103701. }
  103702. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103703. if (snapped) {
  103704. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103705. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103706. }
  103707. }
  103708. });
  103709. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103710. if (_this._customMeshSet) {
  103711. return;
  103712. }
  103713. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103714. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103715. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103716. m.material = material;
  103717. if (m.color) {
  103718. m.color = material.emissiveColor;
  103719. }
  103720. });
  103721. });
  103722. return _this;
  103723. }
  103724. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103725. if (this.dragBehavior) {
  103726. this.dragBehavior.enabled = value ? true : false;
  103727. }
  103728. };
  103729. /**
  103730. * Disposes of the gizmo
  103731. */
  103732. AxisScaleGizmo.prototype.dispose = function () {
  103733. this.onSnapObservable.clear();
  103734. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103735. this.dragBehavior.detach();
  103736. _super.prototype.dispose.call(this);
  103737. };
  103738. /**
  103739. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103740. * @param mesh The mesh to replace the default mesh of the gizmo
  103741. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103742. */
  103743. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103744. var _this = this;
  103745. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103746. _super.prototype.setCustomMesh.call(this, mesh);
  103747. if (useGizmoMaterial) {
  103748. this._rootMesh.getChildMeshes().forEach(function (m) {
  103749. m.material = _this._coloredMaterial;
  103750. if (m.color) {
  103751. m.color = _this._coloredMaterial.emissiveColor;
  103752. }
  103753. });
  103754. this._customMeshSet = false;
  103755. }
  103756. };
  103757. return AxisScaleGizmo;
  103758. }(BABYLON.Gizmo));
  103759. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103760. })(BABYLON || (BABYLON = {}));
  103761. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103762. var BABYLON;
  103763. (function (BABYLON) {
  103764. /**
  103765. * Single plane rotation gizmo
  103766. */
  103767. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103768. __extends(PlaneRotationGizmo, _super);
  103769. /**
  103770. * Creates a PlaneRotationGizmo
  103771. * @param gizmoLayer The utility layer the gizmo will be added to
  103772. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103773. * @param color The color of the gizmo
  103774. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103775. */
  103776. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103777. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103778. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103779. if (tessellation === void 0) { tessellation = 32; }
  103780. var _this = _super.call(this, gizmoLayer) || this;
  103781. _this._pointerObserver = null;
  103782. /**
  103783. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103784. */
  103785. _this.snapDistance = 0;
  103786. /**
  103787. * Event that fires each time the gizmo snaps to a new location.
  103788. * * snapDistance is the the change in distance
  103789. */
  103790. _this.onSnapObservable = new BABYLON.Observable();
  103791. // Create Material
  103792. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103793. coloredMaterial.disableLighting = true;
  103794. coloredMaterial.emissiveColor = color;
  103795. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103796. hoverMaterial.disableLighting = true;
  103797. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103798. // Build mesh on root node
  103799. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103800. // Create circle out of lines
  103801. var radius = 0.8;
  103802. var points = new Array();
  103803. for (var i = 0; i < tessellation; i++) {
  103804. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103805. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103806. }
  103807. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103808. rotationMesh.color = coloredMaterial.emissiveColor;
  103809. // Position arrow pointing in its drag axis
  103810. rotationMesh.scaling.scaleInPlace(0.26);
  103811. rotationMesh.material = coloredMaterial;
  103812. rotationMesh.rotation.x = Math.PI / 2;
  103813. parentMesh.addChild(rotationMesh);
  103814. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  103815. _this._rootMesh.addChild(parentMesh);
  103816. parentMesh.scaling.scaleInPlace(1 / 3);
  103817. // Add drag behavior to handle events when the gizmo is dragged
  103818. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103819. _this.dragBehavior.moveAttached = false;
  103820. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103821. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103822. _this._rootMesh.addBehavior(_this.dragBehavior);
  103823. var lastDragPosition = new BABYLON.Vector3();
  103824. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103825. if (_this.attachedMesh) {
  103826. lastDragPosition.copyFrom(e.dragPlanePoint);
  103827. }
  103828. });
  103829. var rotationMatrix = new BABYLON.Matrix();
  103830. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103831. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103832. var tmpSnapEvent = { snapDistance: 0 };
  103833. var currentSnapDragDistance = 0;
  103834. var tmpMatrix = new BABYLON.Matrix();
  103835. var tmpVector = new BABYLON.Vector3();
  103836. var amountToRotate = new BABYLON.Quaternion();
  103837. _this.dragBehavior.onDragObservable.add(function (event) {
  103838. if (_this.attachedMesh) {
  103839. if (!_this.attachedMesh.rotationQuaternion) {
  103840. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103841. }
  103842. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103843. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103844. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103845. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103846. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103847. var angle = Math.atan2(cross.length(), dot);
  103848. planeNormalTowardsCamera.copyFrom(planeNormal);
  103849. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103850. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103851. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103852. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103853. }
  103854. // Flip up vector depending on which side the camera is on
  103855. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103856. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103857. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103858. planeNormalTowardsCamera.scaleInPlace(-1);
  103859. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103860. }
  103861. }
  103862. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103863. if (halfCircleSide) {
  103864. angle = -angle;
  103865. }
  103866. // Snapping logic
  103867. var snapped = false;
  103868. if (_this.snapDistance != 0) {
  103869. currentSnapDragDistance += angle;
  103870. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103871. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103872. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103873. angle = _this.snapDistance * dragSteps;
  103874. snapped = true;
  103875. }
  103876. else {
  103877. angle = 0;
  103878. }
  103879. }
  103880. // If the mesh has a parent, convert needed world rotation to local rotation
  103881. tmpMatrix.reset();
  103882. if (_this.attachedMesh.parent) {
  103883. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103884. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103885. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103886. }
  103887. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103888. var quaternionCoefficient = Math.sin(angle / 2);
  103889. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103890. // 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
  103891. if (tmpMatrix.determinant() > 0) {
  103892. amountToRotate.toEulerAnglesToRef(tmpVector);
  103893. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103894. }
  103895. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103896. // Rotate selected mesh quaternion over fixed axis
  103897. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103898. }
  103899. else {
  103900. // Rotate selected mesh quaternion over rotated axis
  103901. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103902. }
  103903. lastDragPosition.copyFrom(event.dragPlanePoint);
  103904. if (snapped) {
  103905. tmpSnapEvent.snapDistance = angle;
  103906. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103907. }
  103908. }
  103909. });
  103910. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103911. if (_this._customMeshSet) {
  103912. return;
  103913. }
  103914. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103915. var material = isHovered ? hoverMaterial : coloredMaterial;
  103916. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103917. m.material = material;
  103918. if (m.color) {
  103919. m.color = material.emissiveColor;
  103920. }
  103921. });
  103922. });
  103923. return _this;
  103924. }
  103925. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103926. if (this.dragBehavior) {
  103927. this.dragBehavior.enabled = value ? true : false;
  103928. }
  103929. };
  103930. /**
  103931. * Disposes of the gizmo
  103932. */
  103933. PlaneRotationGizmo.prototype.dispose = function () {
  103934. this.onSnapObservable.clear();
  103935. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103936. this.dragBehavior.detach();
  103937. _super.prototype.dispose.call(this);
  103938. };
  103939. return PlaneRotationGizmo;
  103940. }(BABYLON.Gizmo));
  103941. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103942. })(BABYLON || (BABYLON = {}));
  103943. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  103944. var BABYLON;
  103945. (function (BABYLON) {
  103946. /**
  103947. * Gizmo that enables dragging a mesh along 3 axis
  103948. */
  103949. var PositionGizmo = /** @class */ (function (_super) {
  103950. __extends(PositionGizmo, _super);
  103951. /**
  103952. * Creates a PositionGizmo
  103953. * @param gizmoLayer The utility layer the gizmo will be added to
  103954. */
  103955. function PositionGizmo(gizmoLayer) {
  103956. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103957. var _this = _super.call(this, gizmoLayer) || this;
  103958. /** Fires an event when any of it's sub gizmos are dragged */
  103959. _this.onDragStartObservable = new BABYLON.Observable();
  103960. /** Fires an event when any of it's sub gizmos are released from dragging */
  103961. _this.onDragEndObservable = new BABYLON.Observable();
  103962. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103963. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103964. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103965. // Relay drag events
  103966. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103967. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103968. _this.onDragStartObservable.notifyObservers({});
  103969. });
  103970. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103971. _this.onDragEndObservable.notifyObservers({});
  103972. });
  103973. });
  103974. _this.attachedMesh = null;
  103975. return _this;
  103976. }
  103977. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  103978. set: function (mesh) {
  103979. if (this.xGizmo) {
  103980. this.xGizmo.attachedMesh = mesh;
  103981. this.yGizmo.attachedMesh = mesh;
  103982. this.zGizmo.attachedMesh = mesh;
  103983. }
  103984. },
  103985. enumerable: true,
  103986. configurable: true
  103987. });
  103988. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103989. get: function () {
  103990. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103991. },
  103992. set: function (value) {
  103993. if (this.xGizmo) {
  103994. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103995. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103996. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103997. }
  103998. },
  103999. enumerable: true,
  104000. configurable: true
  104001. });
  104002. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104003. get: function () {
  104004. return this.xGizmo.snapDistance;
  104005. },
  104006. /**
  104007. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104008. */
  104009. set: function (value) {
  104010. if (this.xGizmo) {
  104011. this.xGizmo.snapDistance = value;
  104012. this.yGizmo.snapDistance = value;
  104013. this.zGizmo.snapDistance = value;
  104014. }
  104015. },
  104016. enumerable: true,
  104017. configurable: true
  104018. });
  104019. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104020. get: function () {
  104021. return this.xGizmo.scaleRatio;
  104022. },
  104023. /**
  104024. * Ratio for the scale of the gizmo (Default: 1)
  104025. */
  104026. set: function (value) {
  104027. if (this.xGizmo) {
  104028. this.xGizmo.scaleRatio = value;
  104029. this.yGizmo.scaleRatio = value;
  104030. this.zGizmo.scaleRatio = value;
  104031. }
  104032. },
  104033. enumerable: true,
  104034. configurable: true
  104035. });
  104036. /**
  104037. * Disposes of the gizmo
  104038. */
  104039. PositionGizmo.prototype.dispose = function () {
  104040. this.xGizmo.dispose();
  104041. this.yGizmo.dispose();
  104042. this.zGizmo.dispose();
  104043. this.onDragStartObservable.clear();
  104044. this.onDragEndObservable.clear();
  104045. };
  104046. /**
  104047. * CustomMeshes are not supported by this gizmo
  104048. * @param mesh The mesh to replace the default mesh of the gizmo
  104049. */
  104050. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104051. 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)");
  104052. };
  104053. return PositionGizmo;
  104054. }(BABYLON.Gizmo));
  104055. BABYLON.PositionGizmo = PositionGizmo;
  104056. })(BABYLON || (BABYLON = {}));
  104057. //# sourceMappingURL=babylon.positionGizmo.js.map
  104058. var BABYLON;
  104059. (function (BABYLON) {
  104060. /**
  104061. * Gizmo that enables rotating a mesh along 3 axis
  104062. */
  104063. var RotationGizmo = /** @class */ (function (_super) {
  104064. __extends(RotationGizmo, _super);
  104065. /**
  104066. * Creates a RotationGizmo
  104067. * @param gizmoLayer The utility layer the gizmo will be added to
  104068. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104069. */
  104070. function RotationGizmo(gizmoLayer, tessellation) {
  104071. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104072. if (tessellation === void 0) { tessellation = 32; }
  104073. var _this = _super.call(this, gizmoLayer) || this;
  104074. /** Fires an event when any of it's sub gizmos are dragged */
  104075. _this.onDragStartObservable = new BABYLON.Observable();
  104076. /** Fires an event when any of it's sub gizmos are released from dragging */
  104077. _this.onDragEndObservable = new BABYLON.Observable();
  104078. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104079. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104080. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104081. // Relay drag events
  104082. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104083. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104084. _this.onDragStartObservable.notifyObservers({});
  104085. });
  104086. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104087. _this.onDragEndObservable.notifyObservers({});
  104088. });
  104089. });
  104090. _this.attachedMesh = null;
  104091. return _this;
  104092. }
  104093. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104094. set: function (mesh) {
  104095. if (this.xGizmo) {
  104096. this.xGizmo.attachedMesh = mesh;
  104097. this.yGizmo.attachedMesh = mesh;
  104098. this.zGizmo.attachedMesh = mesh;
  104099. }
  104100. },
  104101. enumerable: true,
  104102. configurable: true
  104103. });
  104104. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104105. get: function () {
  104106. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104107. },
  104108. set: function (value) {
  104109. if (this.xGizmo) {
  104110. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104111. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104112. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104113. }
  104114. },
  104115. enumerable: true,
  104116. configurable: true
  104117. });
  104118. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104119. get: function () {
  104120. return this.xGizmo.snapDistance;
  104121. },
  104122. /**
  104123. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104124. */
  104125. set: function (value) {
  104126. if (this.xGizmo) {
  104127. this.xGizmo.snapDistance = value;
  104128. this.yGizmo.snapDistance = value;
  104129. this.zGizmo.snapDistance = value;
  104130. }
  104131. },
  104132. enumerable: true,
  104133. configurable: true
  104134. });
  104135. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104136. get: function () {
  104137. return this.xGizmo.scaleRatio;
  104138. },
  104139. /**
  104140. * Ratio for the scale of the gizmo (Default: 1)
  104141. */
  104142. set: function (value) {
  104143. if (this.xGizmo) {
  104144. this.xGizmo.scaleRatio = value;
  104145. this.yGizmo.scaleRatio = value;
  104146. this.zGizmo.scaleRatio = value;
  104147. }
  104148. },
  104149. enumerable: true,
  104150. configurable: true
  104151. });
  104152. /**
  104153. * Disposes of the gizmo
  104154. */
  104155. RotationGizmo.prototype.dispose = function () {
  104156. this.xGizmo.dispose();
  104157. this.yGizmo.dispose();
  104158. this.zGizmo.dispose();
  104159. this.onDragStartObservable.clear();
  104160. this.onDragEndObservable.clear();
  104161. };
  104162. /**
  104163. * CustomMeshes are not supported by this gizmo
  104164. * @param mesh The mesh to replace the default mesh of the gizmo
  104165. */
  104166. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104167. 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)");
  104168. };
  104169. return RotationGizmo;
  104170. }(BABYLON.Gizmo));
  104171. BABYLON.RotationGizmo = RotationGizmo;
  104172. })(BABYLON || (BABYLON = {}));
  104173. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104174. var BABYLON;
  104175. (function (BABYLON) {
  104176. /**
  104177. * Gizmo that enables scaling a mesh along 3 axis
  104178. */
  104179. var ScaleGizmo = /** @class */ (function (_super) {
  104180. __extends(ScaleGizmo, _super);
  104181. /**
  104182. * Creates a ScaleGizmo
  104183. * @param gizmoLayer The utility layer the gizmo will be added to
  104184. */
  104185. function ScaleGizmo(gizmoLayer) {
  104186. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104187. var _this = _super.call(this, gizmoLayer) || this;
  104188. /** Fires an event when any of it's sub gizmos are dragged */
  104189. _this.onDragStartObservable = new BABYLON.Observable();
  104190. /** Fires an event when any of it's sub gizmos are released from dragging */
  104191. _this.onDragEndObservable = new BABYLON.Observable();
  104192. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104193. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104194. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104195. // Create uniform scale gizmo
  104196. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104197. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104198. _this.uniformScaleGizmo.uniformScaling = true;
  104199. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104200. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104201. uniformScalingMesh.visibility = 0;
  104202. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104203. octahedron.scaling.scaleInPlace(0.007);
  104204. uniformScalingMesh.addChild(octahedron);
  104205. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104206. // Relay drag events
  104207. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104208. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104209. _this.onDragStartObservable.notifyObservers({});
  104210. });
  104211. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104212. _this.onDragEndObservable.notifyObservers({});
  104213. });
  104214. });
  104215. _this.attachedMesh = null;
  104216. return _this;
  104217. }
  104218. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104219. set: function (mesh) {
  104220. if (this.xGizmo) {
  104221. this.xGizmo.attachedMesh = mesh;
  104222. this.yGizmo.attachedMesh = mesh;
  104223. this.zGizmo.attachedMesh = mesh;
  104224. this.uniformScaleGizmo.attachedMesh = mesh;
  104225. }
  104226. },
  104227. enumerable: true,
  104228. configurable: true
  104229. });
  104230. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104231. get: function () {
  104232. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104233. },
  104234. set: function (value) {
  104235. if (!value) {
  104236. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104237. }
  104238. if (this.xGizmo) {
  104239. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104240. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104241. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104242. }
  104243. },
  104244. enumerable: true,
  104245. configurable: true
  104246. });
  104247. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104248. get: function () {
  104249. return this.xGizmo.snapDistance;
  104250. },
  104251. /**
  104252. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104253. */
  104254. set: function (value) {
  104255. if (this.xGizmo) {
  104256. this.xGizmo.snapDistance = value;
  104257. this.yGizmo.snapDistance = value;
  104258. this.zGizmo.snapDistance = value;
  104259. this.uniformScaleGizmo.snapDistance = value;
  104260. }
  104261. },
  104262. enumerable: true,
  104263. configurable: true
  104264. });
  104265. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104266. get: function () {
  104267. return this.xGizmo.scaleRatio;
  104268. },
  104269. /**
  104270. * Ratio for the scale of the gizmo (Default: 1)
  104271. */
  104272. set: function (value) {
  104273. if (this.xGizmo) {
  104274. this.xGizmo.scaleRatio = value;
  104275. this.yGizmo.scaleRatio = value;
  104276. this.zGizmo.scaleRatio = value;
  104277. this.uniformScaleGizmo.scaleRatio = value;
  104278. }
  104279. },
  104280. enumerable: true,
  104281. configurable: true
  104282. });
  104283. /**
  104284. * Disposes of the gizmo
  104285. */
  104286. ScaleGizmo.prototype.dispose = function () {
  104287. this.xGizmo.dispose();
  104288. this.yGizmo.dispose();
  104289. this.zGizmo.dispose();
  104290. this.uniformScaleGizmo.dispose();
  104291. this.onDragStartObservable.clear();
  104292. this.onDragEndObservable.clear();
  104293. };
  104294. return ScaleGizmo;
  104295. }(BABYLON.Gizmo));
  104296. BABYLON.ScaleGizmo = ScaleGizmo;
  104297. })(BABYLON || (BABYLON = {}));
  104298. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104299. var BABYLON;
  104300. (function (BABYLON) {
  104301. /**
  104302. * Bounding box gizmo
  104303. */
  104304. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104305. __extends(BoundingBoxGizmo, _super);
  104306. /**
  104307. * Creates an BoundingBoxGizmo
  104308. * @param gizmoLayer The utility layer the gizmo will be added to
  104309. * @param color The color of the gizmo
  104310. */
  104311. function BoundingBoxGizmo(color, gizmoLayer) {
  104312. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104313. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104314. var _this = _super.call(this, gizmoLayer) || this;
  104315. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104316. _this._renderObserver = null;
  104317. _this._pointerObserver = null;
  104318. _this._scaleDragSpeed = 0.2;
  104319. _this._tmpQuaternion = new BABYLON.Quaternion();
  104320. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104321. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104322. /**
  104323. * 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)
  104324. */
  104325. _this.ignoreChildren = false;
  104326. /**
  104327. * 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)
  104328. */
  104329. _this.includeChildPredicate = null;
  104330. /**
  104331. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104332. */
  104333. _this.rotationSphereSize = 0.1;
  104334. /**
  104335. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104336. */
  104337. _this.scaleBoxSize = 0.1;
  104338. /**
  104339. * 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)
  104340. */
  104341. _this.fixedDragMeshScreenSize = false;
  104342. /**
  104343. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104344. */
  104345. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104346. /**
  104347. * Fired when a rotation sphere or scale box is dragged
  104348. */
  104349. _this.onDragStartObservable = new BABYLON.Observable();
  104350. /**
  104351. * Fired when a scale box is dragged
  104352. */
  104353. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104354. /**
  104355. * Fired when a scale box drag is ended
  104356. */
  104357. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104358. /**
  104359. * Fired when a rotation sphere is dragged
  104360. */
  104361. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104362. /**
  104363. * Fired when a rotation sphere drag is ended
  104364. */
  104365. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104366. /**
  104367. * 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)
  104368. */
  104369. _this.scalePivot = null;
  104370. _this._existingMeshScale = new BABYLON.Vector3();
  104371. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104372. _this._updateScale = false;
  104373. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104374. // Create Materials
  104375. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104376. coloredMaterial.disableLighting = true;
  104377. coloredMaterial.emissiveColor = color;
  104378. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104379. hoverColoredMaterial.disableLighting = true;
  104380. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104381. // Build bounding box out of lines
  104382. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104383. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104384. var lines = [];
  104385. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104386. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104387. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104388. 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));
  104389. 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));
  104390. 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));
  104391. 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));
  104392. 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));
  104393. 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));
  104394. 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));
  104395. 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));
  104396. 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));
  104397. lines.forEach(function (l) {
  104398. l.color = color;
  104399. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104400. l.isPickable = false;
  104401. _this._lineBoundingBox.addChild(l);
  104402. });
  104403. _this._rootMesh.addChild(_this._lineBoundingBox);
  104404. // Create rotation spheres
  104405. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104406. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104407. var _loop_1 = function (i_1) {
  104408. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104409. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104410. sphere.material = coloredMaterial;
  104411. // Drag behavior
  104412. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104413. _dragBehavior.moveAttached = false;
  104414. _dragBehavior.updateDragPlane = false;
  104415. sphere.addBehavior(_dragBehavior);
  104416. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104417. var totalTurnAmountOfDrag = 0;
  104418. _dragBehavior.onDragStartObservable.add(function (event) {
  104419. startingTurnDirection.copyFrom(sphere.forward);
  104420. totalTurnAmountOfDrag = 0;
  104421. });
  104422. _dragBehavior.onDragObservable.add(function (event) {
  104423. _this.onRotationSphereDragObservable.notifyObservers({});
  104424. if (_this.attachedMesh) {
  104425. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104426. var worldDragDirection = startingTurnDirection;
  104427. // Project the world right on to the drag plane
  104428. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104429. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104430. // project drag delta on to the resulting drag axis and rotate based on that
  104431. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104432. // Make rotation relative to size of mesh.
  104433. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104434. // Rotate based on axis
  104435. if (!_this.attachedMesh.rotationQuaternion) {
  104436. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104437. }
  104438. if (!_this._anchorMesh.rotationQuaternion) {
  104439. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104440. }
  104441. // Do not allow the object to turn more than a full circle
  104442. totalTurnAmountOfDrag += projectDist;
  104443. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104444. if (i_1 >= 8) {
  104445. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104446. }
  104447. else if (i_1 >= 4) {
  104448. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104449. }
  104450. else {
  104451. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104452. }
  104453. // Rotate around center of bounding box
  104454. _this._anchorMesh.addChild(_this.attachedMesh);
  104455. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104456. _this._anchorMesh.removeChild(_this.attachedMesh);
  104457. }
  104458. _this.updateBoundingBox();
  104459. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104460. }
  104461. });
  104462. // Selection/deselection
  104463. _dragBehavior.onDragStartObservable.add(function () {
  104464. _this.onDragStartObservable.notifyObservers({});
  104465. _this._selectNode(sphere);
  104466. });
  104467. _dragBehavior.onDragEndObservable.add(function () {
  104468. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104469. _this._selectNode(null);
  104470. });
  104471. this_1._rotateSpheresParent.addChild(sphere);
  104472. };
  104473. var this_1 = this, _dragBehavior;
  104474. for (var i_1 = 0; i_1 < 12; i_1++) {
  104475. _loop_1(i_1);
  104476. }
  104477. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104478. // Create scale cubes
  104479. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104480. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104481. for (var i = 0; i < 2; i++) {
  104482. for (var j = 0; j < 2; j++) {
  104483. var _loop_2 = function () {
  104484. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104485. box.material = coloredMaterial;
  104486. // Dragging logic
  104487. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104488. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104489. _dragBehavior.moveAttached = false;
  104490. box.addBehavior(_dragBehavior);
  104491. _dragBehavior.onDragObservable.add(function (event) {
  104492. _this.onScaleBoxDragObservable.notifyObservers({});
  104493. if (_this.attachedMesh) {
  104494. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104495. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104496. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104497. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104498. _this.updateBoundingBox();
  104499. if (_this.scalePivot) {
  104500. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104501. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104502. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104503. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104504. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104505. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104506. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104507. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104508. }
  104509. else {
  104510. // Scale from the position of the opposite corner
  104511. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104512. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104513. }
  104514. _this._anchorMesh.addChild(_this.attachedMesh);
  104515. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104516. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104517. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104518. }
  104519. _this._anchorMesh.removeChild(_this.attachedMesh);
  104520. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104521. }
  104522. });
  104523. // Selection/deselection
  104524. _dragBehavior.onDragStartObservable.add(function () {
  104525. _this.onDragStartObservable.notifyObservers({});
  104526. _this._selectNode(box);
  104527. });
  104528. _dragBehavior.onDragEndObservable.add(function () {
  104529. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104530. _this._selectNode(null);
  104531. });
  104532. this_2._scaleBoxesParent.addChild(box);
  104533. };
  104534. var this_2 = this, _dragBehavior;
  104535. for (var k = 0; k < 2; k++) {
  104536. _loop_2();
  104537. }
  104538. }
  104539. }
  104540. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104541. // Hover color change
  104542. var pointerIds = new Array();
  104543. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104544. if (!pointerIds[pointerInfo.event.pointerId]) {
  104545. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104546. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104547. pointerIds[pointerInfo.event.pointerId] = mesh;
  104548. mesh.material = hoverColoredMaterial;
  104549. }
  104550. });
  104551. }
  104552. else {
  104553. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104554. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104555. delete pointerIds[pointerInfo.event.pointerId];
  104556. }
  104557. }
  104558. });
  104559. // Update bounding box positions
  104560. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104561. // Only update the bouding box if scaling has changed
  104562. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104563. _this.updateBoundingBox();
  104564. }
  104565. else if (_this.fixedDragMeshScreenSize) {
  104566. _this._updateRotationSpheres();
  104567. _this._updateScaleBoxes();
  104568. }
  104569. });
  104570. _this.updateBoundingBox();
  104571. return _this;
  104572. }
  104573. /** @hidden */
  104574. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104575. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104576. // Save old pivot and set pivot to 0,0,0
  104577. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104578. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104579. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104580. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104581. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104582. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104583. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104584. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104585. }
  104586. }
  104587. BoundingBoxGizmo._PivotCached++;
  104588. };
  104589. /** @hidden */
  104590. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104591. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104592. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104593. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104594. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104595. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104596. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104597. }
  104598. this._PivotCached--;
  104599. };
  104600. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104601. if (value) {
  104602. // Reset anchor mesh to match attached mesh's scale
  104603. // This is needed to avoid invalid box/sphere position on first drag
  104604. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104605. this._anchorMesh.addChild(value);
  104606. this._anchorMesh.removeChild(value);
  104607. BoundingBoxGizmo._RestorePivotPoint(value);
  104608. this.updateBoundingBox();
  104609. }
  104610. };
  104611. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104612. this._rotateSpheresParent.getChildMeshes()
  104613. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104614. m.isVisible = (!selectedMesh || m == selectedMesh);
  104615. });
  104616. };
  104617. /**
  104618. * Updates the bounding box information for the Gizmo
  104619. */
  104620. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104621. if (this.attachedMesh) {
  104622. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104623. this._update();
  104624. // Rotate based on axis
  104625. if (!this.attachedMesh.rotationQuaternion) {
  104626. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104627. }
  104628. if (!this._anchorMesh.rotationQuaternion) {
  104629. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104630. }
  104631. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104632. // Store original position and reset mesh to origin before computing the bounding box
  104633. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104634. this._tmpVector.copyFrom(this.attachedMesh.position);
  104635. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104636. this.attachedMesh.position.set(0, 0, 0);
  104637. // Update bounding dimensions/positions
  104638. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104639. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104640. // Update gizmo to match bounding box scaling and rotation
  104641. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104642. 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);
  104643. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104644. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104645. this._lineBoundingBox.computeWorldMatrix();
  104646. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104647. // restore position/rotation values
  104648. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104649. this.attachedMesh.position.copyFrom(this._tmpVector);
  104650. }
  104651. this._updateRotationSpheres();
  104652. this._updateScaleBoxes();
  104653. if (this.attachedMesh) {
  104654. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104655. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104656. }
  104657. };
  104658. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104659. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104660. for (var i = 0; i < 3; i++) {
  104661. for (var j = 0; j < 2; j++) {
  104662. for (var k = 0; k < 2; k++) {
  104663. var index = ((i * 4) + (j * 2)) + k;
  104664. if (i == 0) {
  104665. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104666. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104667. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104668. }
  104669. if (i == 1) {
  104670. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104671. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104672. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104673. }
  104674. if (i == 2) {
  104675. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104676. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104677. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104678. }
  104679. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104680. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104681. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104682. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104683. }
  104684. else {
  104685. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104686. }
  104687. }
  104688. }
  104689. }
  104690. };
  104691. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104692. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104693. for (var i = 0; i < 2; i++) {
  104694. for (var j = 0; j < 2; j++) {
  104695. for (var k = 0; k < 2; k++) {
  104696. var index = ((i * 4) + (j * 2)) + k;
  104697. if (scaleBoxes[index]) {
  104698. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104699. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104700. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104701. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104702. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104703. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104704. }
  104705. else {
  104706. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104707. }
  104708. }
  104709. }
  104710. }
  104711. }
  104712. };
  104713. /**
  104714. * Enables rotation on the specified axis and disables rotation on the others
  104715. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104716. */
  104717. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104718. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104719. if (i < 4) {
  104720. m.setEnabled(axis.indexOf("x") != -1);
  104721. }
  104722. else if (i < 8) {
  104723. m.setEnabled(axis.indexOf("y") != -1);
  104724. }
  104725. else {
  104726. m.setEnabled(axis.indexOf("z") != -1);
  104727. }
  104728. });
  104729. };
  104730. /**
  104731. * Disposes of the gizmo
  104732. */
  104733. BoundingBoxGizmo.prototype.dispose = function () {
  104734. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104735. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104736. this._lineBoundingBox.dispose();
  104737. this._rotateSpheresParent.dispose();
  104738. this._scaleBoxesParent.dispose();
  104739. _super.prototype.dispose.call(this);
  104740. };
  104741. /**
  104742. * 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)
  104743. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104744. * @returns the bounding box mesh with the passed in mesh as a child
  104745. */
  104746. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104747. var makeNotPickable = function (root) {
  104748. root.isPickable = false;
  104749. root.getChildMeshes().forEach(function (c) {
  104750. makeNotPickable(c);
  104751. });
  104752. };
  104753. makeNotPickable(mesh);
  104754. // Reset position to get boudning box from origin with no rotation
  104755. if (!mesh.rotationQuaternion) {
  104756. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104757. }
  104758. var oldPos = mesh.position.clone();
  104759. var oldRot = mesh.rotationQuaternion.clone();
  104760. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104761. mesh.position.set(0, 0, 0);
  104762. // Update bounding dimensions/positions
  104763. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104764. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104765. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104766. // Adjust scale to avoid undefined behavior when adding child
  104767. if (box.scaling.y === 0) {
  104768. box.scaling.y = BABYLON.Epsilon;
  104769. }
  104770. if (box.scaling.x === 0) {
  104771. box.scaling.x = BABYLON.Epsilon;
  104772. }
  104773. if (box.scaling.z === 0) {
  104774. box.scaling.z = BABYLON.Epsilon;
  104775. }
  104776. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104777. // Restore original positions
  104778. mesh.addChild(box);
  104779. mesh.rotationQuaternion.copyFrom(oldRot);
  104780. mesh.position.copyFrom(oldPos);
  104781. // Reverse parenting
  104782. mesh.removeChild(box);
  104783. box.addChild(mesh);
  104784. box.visibility = 0;
  104785. return box;
  104786. };
  104787. /**
  104788. * CustomMeshes are not supported by this gizmo
  104789. * @param mesh The mesh to replace the default mesh of the gizmo
  104790. */
  104791. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104792. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104793. };
  104794. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104795. // store/remove pivot point should only be applied during their outermost calls
  104796. BoundingBoxGizmo._PivotCached = 0;
  104797. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104798. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104799. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104800. return BoundingBoxGizmo;
  104801. }(BABYLON.Gizmo));
  104802. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104803. })(BABYLON || (BABYLON = {}));
  104804. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104805. var BABYLON;
  104806. (function (BABYLON) {
  104807. /**
  104808. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104809. */
  104810. var GizmoManager = /** @class */ (function () {
  104811. /**
  104812. * Instatiates a gizmo manager
  104813. * @param scene the scene to overlay the gizmos on top of
  104814. */
  104815. function GizmoManager(scene) {
  104816. var _this = this;
  104817. this.scene = scene;
  104818. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104819. this.clearGizmoOnEmptyPointerEvent = false;
  104820. /** Fires an event when the manager is attached to a mesh */
  104821. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104822. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104823. this._pointerObserver = null;
  104824. this._attachedMesh = null;
  104825. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104826. /**
  104827. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104828. */
  104829. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104830. /**
  104831. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104832. */
  104833. this.attachableMeshes = null;
  104834. /**
  104835. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104836. */
  104837. this.usePointerToAttachGizmos = true;
  104838. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104839. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104840. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104841. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104842. // Instatiate/dispose gizmos based on pointer actions
  104843. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104844. if (!_this.usePointerToAttachGizmos) {
  104845. return;
  104846. }
  104847. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104848. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104849. var node = pointerInfo.pickInfo.pickedMesh;
  104850. if (_this.attachableMeshes == null) {
  104851. // Attach to the most parent node
  104852. while (node && node.parent != null) {
  104853. node = node.parent;
  104854. }
  104855. }
  104856. else {
  104857. // Attach to the parent node that is an attachableMesh
  104858. var found = false;
  104859. _this.attachableMeshes.forEach(function (mesh) {
  104860. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104861. node = mesh;
  104862. found = true;
  104863. }
  104864. });
  104865. if (!found) {
  104866. node = null;
  104867. }
  104868. }
  104869. if (node instanceof BABYLON.AbstractMesh) {
  104870. if (_this._attachedMesh != node) {
  104871. _this.attachToMesh(node);
  104872. }
  104873. }
  104874. else {
  104875. if (_this.clearGizmoOnEmptyPointerEvent) {
  104876. _this.attachToMesh(null);
  104877. }
  104878. }
  104879. }
  104880. else {
  104881. if (_this.clearGizmoOnEmptyPointerEvent) {
  104882. _this.attachToMesh(null);
  104883. }
  104884. }
  104885. }
  104886. });
  104887. }
  104888. /**
  104889. * Attaches a set of gizmos to the specified mesh
  104890. * @param mesh The mesh the gizmo's should be attached to
  104891. */
  104892. GizmoManager.prototype.attachToMesh = function (mesh) {
  104893. if (this._attachedMesh) {
  104894. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104895. }
  104896. this._attachedMesh = mesh;
  104897. for (var key in this.gizmos) {
  104898. var gizmo = (this.gizmos[key]);
  104899. if (gizmo && this._gizmosEnabled[key]) {
  104900. gizmo.attachedMesh = mesh;
  104901. }
  104902. }
  104903. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104904. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104905. }
  104906. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104907. };
  104908. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104909. get: function () {
  104910. return this._gizmosEnabled.positionGizmo;
  104911. },
  104912. /**
  104913. * If the position gizmo is enabled
  104914. */
  104915. set: function (value) {
  104916. if (value) {
  104917. if (!this.gizmos.positionGizmo) {
  104918. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  104919. }
  104920. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  104921. }
  104922. else if (this.gizmos.positionGizmo) {
  104923. this.gizmos.positionGizmo.attachedMesh = null;
  104924. }
  104925. this._gizmosEnabled.positionGizmo = value;
  104926. },
  104927. enumerable: true,
  104928. configurable: true
  104929. });
  104930. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  104931. get: function () {
  104932. return this._gizmosEnabled.rotationGizmo;
  104933. },
  104934. /**
  104935. * If the rotation gizmo is enabled
  104936. */
  104937. set: function (value) {
  104938. if (value) {
  104939. if (!this.gizmos.rotationGizmo) {
  104940. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104941. }
  104942. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  104943. }
  104944. else if (this.gizmos.rotationGizmo) {
  104945. this.gizmos.rotationGizmo.attachedMesh = null;
  104946. }
  104947. this._gizmosEnabled.rotationGizmo = value;
  104948. },
  104949. enumerable: true,
  104950. configurable: true
  104951. });
  104952. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  104953. get: function () {
  104954. return this._gizmosEnabled.scaleGizmo;
  104955. },
  104956. /**
  104957. * If the scale gizmo is enabled
  104958. */
  104959. set: function (value) {
  104960. if (value) {
  104961. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  104962. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  104963. }
  104964. else if (this.gizmos.scaleGizmo) {
  104965. this.gizmos.scaleGizmo.attachedMesh = null;
  104966. }
  104967. this._gizmosEnabled.scaleGizmo = value;
  104968. },
  104969. enumerable: true,
  104970. configurable: true
  104971. });
  104972. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  104973. get: function () {
  104974. return this._gizmosEnabled.boundingBoxGizmo;
  104975. },
  104976. /**
  104977. * If the boundingBox gizmo is enabled
  104978. */
  104979. set: function (value) {
  104980. if (value) {
  104981. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  104982. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  104983. if (this._attachedMesh) {
  104984. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104985. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104986. }
  104987. }
  104988. else if (this.gizmos.boundingBoxGizmo) {
  104989. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  104990. }
  104991. this._gizmosEnabled.boundingBoxGizmo = value;
  104992. },
  104993. enumerable: true,
  104994. configurable: true
  104995. });
  104996. /**
  104997. * Disposes of the gizmo manager
  104998. */
  104999. GizmoManager.prototype.dispose = function () {
  105000. this.scene.onPointerObservable.remove(this._pointerObserver);
  105001. for (var key in this.gizmos) {
  105002. var gizmo = (this.gizmos[key]);
  105003. if (gizmo) {
  105004. gizmo.dispose();
  105005. }
  105006. }
  105007. this._defaultKeepDepthUtilityLayer.dispose();
  105008. this._defaultUtilityLayer.dispose();
  105009. this.boundingBoxDragBehavior.detach();
  105010. this.onAttachedToMeshObservable.clear();
  105011. };
  105012. return GizmoManager;
  105013. }());
  105014. BABYLON.GizmoManager = GizmoManager;
  105015. })(BABYLON || (BABYLON = {}));
  105016. //# sourceMappingURL=babylon.gizmoManager.js.map
  105017. var BABYLON;
  105018. (function (BABYLON) {
  105019. /**
  105020. * Defines a target to use with MorphTargetManager
  105021. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105022. */
  105023. var MorphTarget = /** @class */ (function () {
  105024. /**
  105025. * Creates a new MorphTarget
  105026. * @param name defines the name of the target
  105027. * @param influence defines the influence to use
  105028. */
  105029. function MorphTarget(
  105030. /** defines the name of the target */
  105031. name, influence, scene) {
  105032. if (influence === void 0) { influence = 0; }
  105033. if (scene === void 0) { scene = null; }
  105034. this.name = name;
  105035. /**
  105036. * Gets or sets the list of animations
  105037. */
  105038. this.animations = new Array();
  105039. this._positions = null;
  105040. this._normals = null;
  105041. this._tangents = null;
  105042. /**
  105043. * Observable raised when the influence changes
  105044. */
  105045. this.onInfluenceChanged = new BABYLON.Observable();
  105046. /** @hidden */
  105047. this._onDataLayoutChanged = new BABYLON.Observable();
  105048. this._animationPropertiesOverride = null;
  105049. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105050. this.influence = influence;
  105051. }
  105052. Object.defineProperty(MorphTarget.prototype, "influence", {
  105053. /**
  105054. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105055. */
  105056. get: function () {
  105057. return this._influence;
  105058. },
  105059. set: function (influence) {
  105060. if (this._influence === influence) {
  105061. return;
  105062. }
  105063. var previous = this._influence;
  105064. this._influence = influence;
  105065. if (this.onInfluenceChanged.hasObservers) {
  105066. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105067. }
  105068. },
  105069. enumerable: true,
  105070. configurable: true
  105071. });
  105072. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105073. /**
  105074. * Gets or sets the animation properties override
  105075. */
  105076. get: function () {
  105077. if (!this._animationPropertiesOverride && this._scene) {
  105078. return this._scene.animationPropertiesOverride;
  105079. }
  105080. return this._animationPropertiesOverride;
  105081. },
  105082. set: function (value) {
  105083. this._animationPropertiesOverride = value;
  105084. },
  105085. enumerable: true,
  105086. configurable: true
  105087. });
  105088. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105089. /**
  105090. * Gets a boolean defining if the target contains position data
  105091. */
  105092. get: function () {
  105093. return !!this._positions;
  105094. },
  105095. enumerable: true,
  105096. configurable: true
  105097. });
  105098. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105099. /**
  105100. * Gets a boolean defining if the target contains normal data
  105101. */
  105102. get: function () {
  105103. return !!this._normals;
  105104. },
  105105. enumerable: true,
  105106. configurable: true
  105107. });
  105108. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105109. /**
  105110. * Gets a boolean defining if the target contains tangent data
  105111. */
  105112. get: function () {
  105113. return !!this._tangents;
  105114. },
  105115. enumerable: true,
  105116. configurable: true
  105117. });
  105118. /**
  105119. * Affects position data to this target
  105120. * @param data defines the position data to use
  105121. */
  105122. MorphTarget.prototype.setPositions = function (data) {
  105123. var hadPositions = this.hasPositions;
  105124. this._positions = data;
  105125. if (hadPositions !== this.hasPositions) {
  105126. this._onDataLayoutChanged.notifyObservers(undefined);
  105127. }
  105128. };
  105129. /**
  105130. * Gets the position data stored in this target
  105131. * @returns a FloatArray containing the position data (or null if not present)
  105132. */
  105133. MorphTarget.prototype.getPositions = function () {
  105134. return this._positions;
  105135. };
  105136. /**
  105137. * Affects normal data to this target
  105138. * @param data defines the normal data to use
  105139. */
  105140. MorphTarget.prototype.setNormals = function (data) {
  105141. var hadNormals = this.hasNormals;
  105142. this._normals = data;
  105143. if (hadNormals !== this.hasNormals) {
  105144. this._onDataLayoutChanged.notifyObservers(undefined);
  105145. }
  105146. };
  105147. /**
  105148. * Gets the normal data stored in this target
  105149. * @returns a FloatArray containing the normal data (or null if not present)
  105150. */
  105151. MorphTarget.prototype.getNormals = function () {
  105152. return this._normals;
  105153. };
  105154. /**
  105155. * Affects tangent data to this target
  105156. * @param data defines the tangent data to use
  105157. */
  105158. MorphTarget.prototype.setTangents = function (data) {
  105159. var hadTangents = this.hasTangents;
  105160. this._tangents = data;
  105161. if (hadTangents !== this.hasTangents) {
  105162. this._onDataLayoutChanged.notifyObservers(undefined);
  105163. }
  105164. };
  105165. /**
  105166. * Gets the tangent data stored in this target
  105167. * @returns a FloatArray containing the tangent data (or null if not present)
  105168. */
  105169. MorphTarget.prototype.getTangents = function () {
  105170. return this._tangents;
  105171. };
  105172. /**
  105173. * Serializes the current target into a Serialization object
  105174. * @returns the serialized object
  105175. */
  105176. MorphTarget.prototype.serialize = function () {
  105177. var serializationObject = {};
  105178. serializationObject.name = this.name;
  105179. serializationObject.influence = this.influence;
  105180. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105181. if (this.id != null) {
  105182. serializationObject.id = this.id;
  105183. }
  105184. if (this.hasNormals) {
  105185. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105186. }
  105187. if (this.hasTangents) {
  105188. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105189. }
  105190. // Animations
  105191. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105192. return serializationObject;
  105193. };
  105194. /**
  105195. * Returns the string "MorphTarget"
  105196. * @returns "MorphTarget"
  105197. */
  105198. MorphTarget.prototype.getClassName = function () {
  105199. return "MorphTarget";
  105200. };
  105201. // Statics
  105202. /**
  105203. * Creates a new target from serialized data
  105204. * @param serializationObject defines the serialized data to use
  105205. * @returns a new MorphTarget
  105206. */
  105207. MorphTarget.Parse = function (serializationObject) {
  105208. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105209. result.setPositions(serializationObject.positions);
  105210. if (serializationObject.id != null) {
  105211. result.id = serializationObject.id;
  105212. }
  105213. if (serializationObject.normals) {
  105214. result.setNormals(serializationObject.normals);
  105215. }
  105216. if (serializationObject.tangents) {
  105217. result.setTangents(serializationObject.tangents);
  105218. }
  105219. // Animations
  105220. if (serializationObject.animations) {
  105221. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105222. var parsedAnimation = serializationObject.animations[animationIndex];
  105223. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105224. }
  105225. }
  105226. return result;
  105227. };
  105228. /**
  105229. * Creates a MorphTarget from mesh data
  105230. * @param mesh defines the source mesh
  105231. * @param name defines the name to use for the new target
  105232. * @param influence defines the influence to attach to the target
  105233. * @returns a new MorphTarget
  105234. */
  105235. MorphTarget.FromMesh = function (mesh, name, influence) {
  105236. if (!name) {
  105237. name = mesh.name;
  105238. }
  105239. var result = new MorphTarget(name, influence, mesh.getScene());
  105240. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105241. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105242. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105243. }
  105244. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105245. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105246. }
  105247. return result;
  105248. };
  105249. __decorate([
  105250. BABYLON.serialize()
  105251. ], MorphTarget.prototype, "id", void 0);
  105252. return MorphTarget;
  105253. }());
  105254. BABYLON.MorphTarget = MorphTarget;
  105255. })(BABYLON || (BABYLON = {}));
  105256. //# sourceMappingURL=babylon.morphTarget.js.map
  105257. var BABYLON;
  105258. (function (BABYLON) {
  105259. /**
  105260. * This class is used to deform meshes using morphing between different targets
  105261. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105262. */
  105263. var MorphTargetManager = /** @class */ (function () {
  105264. /**
  105265. * Creates a new MorphTargetManager
  105266. * @param scene defines the current scene
  105267. */
  105268. function MorphTargetManager(scene) {
  105269. if (scene === void 0) { scene = null; }
  105270. this._targets = new Array();
  105271. this._targetInfluenceChangedObservers = new Array();
  105272. this._targetDataLayoutChangedObservers = new Array();
  105273. this._activeTargets = new BABYLON.SmartArray(16);
  105274. this._supportsNormals = false;
  105275. this._supportsTangents = false;
  105276. this._vertexCount = 0;
  105277. this._uniqueId = 0;
  105278. this._tempInfluences = new Array();
  105279. if (!scene) {
  105280. scene = BABYLON.Engine.LastCreatedScene;
  105281. }
  105282. this._scene = scene;
  105283. if (this._scene) {
  105284. this._scene.morphTargetManagers.push(this);
  105285. this._uniqueId = this._scene.getUniqueId();
  105286. }
  105287. }
  105288. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105289. /**
  105290. * Gets the unique ID of this manager
  105291. */
  105292. get: function () {
  105293. return this._uniqueId;
  105294. },
  105295. enumerable: true,
  105296. configurable: true
  105297. });
  105298. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105299. /**
  105300. * Gets the number of vertices handled by this manager
  105301. */
  105302. get: function () {
  105303. return this._vertexCount;
  105304. },
  105305. enumerable: true,
  105306. configurable: true
  105307. });
  105308. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105309. /**
  105310. * Gets a boolean indicating if this manager supports morphing of normals
  105311. */
  105312. get: function () {
  105313. return this._supportsNormals;
  105314. },
  105315. enumerable: true,
  105316. configurable: true
  105317. });
  105318. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105319. /**
  105320. * Gets a boolean indicating if this manager supports morphing of tangents
  105321. */
  105322. get: function () {
  105323. return this._supportsTangents;
  105324. },
  105325. enumerable: true,
  105326. configurable: true
  105327. });
  105328. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105329. /**
  105330. * Gets the number of targets stored in this manager
  105331. */
  105332. get: function () {
  105333. return this._targets.length;
  105334. },
  105335. enumerable: true,
  105336. configurable: true
  105337. });
  105338. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105339. /**
  105340. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105341. */
  105342. get: function () {
  105343. return this._activeTargets.length;
  105344. },
  105345. enumerable: true,
  105346. configurable: true
  105347. });
  105348. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105349. /**
  105350. * Gets the list of influences (one per target)
  105351. */
  105352. get: function () {
  105353. return this._influences;
  105354. },
  105355. enumerable: true,
  105356. configurable: true
  105357. });
  105358. /**
  105359. * Gets the active target at specified index. An active target is a target with an influence > 0
  105360. * @param index defines the index to check
  105361. * @returns the requested target
  105362. */
  105363. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105364. return this._activeTargets.data[index];
  105365. };
  105366. /**
  105367. * Gets the target at specified index
  105368. * @param index defines the index to check
  105369. * @returns the requested target
  105370. */
  105371. MorphTargetManager.prototype.getTarget = function (index) {
  105372. return this._targets[index];
  105373. };
  105374. /**
  105375. * Add a new target to this manager
  105376. * @param target defines the target to add
  105377. */
  105378. MorphTargetManager.prototype.addTarget = function (target) {
  105379. var _this = this;
  105380. this._targets.push(target);
  105381. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105382. _this._syncActiveTargets(needUpdate);
  105383. }));
  105384. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105385. _this._syncActiveTargets(true);
  105386. }));
  105387. this._syncActiveTargets(true);
  105388. };
  105389. /**
  105390. * Removes a target from the manager
  105391. * @param target defines the target to remove
  105392. */
  105393. MorphTargetManager.prototype.removeTarget = function (target) {
  105394. var index = this._targets.indexOf(target);
  105395. if (index >= 0) {
  105396. this._targets.splice(index, 1);
  105397. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105398. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105399. this._syncActiveTargets(true);
  105400. }
  105401. };
  105402. /**
  105403. * Serializes the current manager into a Serialization object
  105404. * @returns the serialized object
  105405. */
  105406. MorphTargetManager.prototype.serialize = function () {
  105407. var serializationObject = {};
  105408. serializationObject.id = this.uniqueId;
  105409. serializationObject.targets = [];
  105410. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105411. var target = _a[_i];
  105412. serializationObject.targets.push(target.serialize());
  105413. }
  105414. return serializationObject;
  105415. };
  105416. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105417. var influenceCount = 0;
  105418. this._activeTargets.reset();
  105419. this._supportsNormals = true;
  105420. this._supportsTangents = true;
  105421. this._vertexCount = 0;
  105422. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105423. var target = _a[_i];
  105424. if (target.influence === 0) {
  105425. continue;
  105426. }
  105427. this._activeTargets.push(target);
  105428. this._tempInfluences[influenceCount++] = target.influence;
  105429. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105430. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105431. var positions = target.getPositions();
  105432. if (positions) {
  105433. var vertexCount = positions.length / 3;
  105434. if (this._vertexCount === 0) {
  105435. this._vertexCount = vertexCount;
  105436. }
  105437. else if (this._vertexCount !== vertexCount) {
  105438. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105439. return;
  105440. }
  105441. }
  105442. }
  105443. if (!this._influences || this._influences.length !== influenceCount) {
  105444. this._influences = new Float32Array(influenceCount);
  105445. }
  105446. for (var index = 0; index < influenceCount; index++) {
  105447. this._influences[index] = this._tempInfluences[index];
  105448. }
  105449. if (needUpdate) {
  105450. this.synchronize();
  105451. }
  105452. };
  105453. /**
  105454. * Syncrhonize the targets with all the meshes using this morph target manager
  105455. */
  105456. MorphTargetManager.prototype.synchronize = function () {
  105457. if (!this._scene) {
  105458. return;
  105459. }
  105460. // Flag meshes as dirty to resync with the active targets
  105461. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105462. var mesh = _a[_i];
  105463. if (mesh.morphTargetManager === this) {
  105464. mesh._syncGeometryWithMorphTargetManager();
  105465. }
  105466. }
  105467. };
  105468. // Statics
  105469. /**
  105470. * Creates a new MorphTargetManager from serialized data
  105471. * @param serializationObject defines the serialized data
  105472. * @param scene defines the hosting scene
  105473. * @returns the new MorphTargetManager
  105474. */
  105475. MorphTargetManager.Parse = function (serializationObject, scene) {
  105476. var result = new MorphTargetManager(scene);
  105477. result._uniqueId = serializationObject.id;
  105478. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105479. var targetData = _a[_i];
  105480. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105481. }
  105482. return result;
  105483. };
  105484. return MorphTargetManager;
  105485. }());
  105486. BABYLON.MorphTargetManager = MorphTargetManager;
  105487. })(BABYLON || (BABYLON = {}));
  105488. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105489. var BABYLON;
  105490. (function (BABYLON) {
  105491. /**
  105492. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105493. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105494. */
  105495. var Octree = /** @class */ (function () {
  105496. /**
  105497. * Creates a octree
  105498. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105499. * @param creationFunc function to be used to instatiate the octree
  105500. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105501. * @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.)
  105502. */
  105503. function Octree(creationFunc, maxBlockCapacity,
  105504. /** 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.) */
  105505. maxDepth) {
  105506. if (maxDepth === void 0) { maxDepth = 2; }
  105507. this.maxDepth = maxDepth;
  105508. /**
  105509. * Content stored in the octree
  105510. */
  105511. this.dynamicContent = new Array();
  105512. this._maxBlockCapacity = maxBlockCapacity || 64;
  105513. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105514. this._creationFunc = creationFunc;
  105515. }
  105516. // Methods
  105517. /**
  105518. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105519. * @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);
  105520. * @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);
  105521. * @param entries meshes to be added to the octree blocks
  105522. */
  105523. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105524. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105525. };
  105526. /**
  105527. * Adds a mesh to the octree
  105528. * @param entry Mesh to add to the octree
  105529. */
  105530. Octree.prototype.addMesh = function (entry) {
  105531. for (var index = 0; index < this.blocks.length; index++) {
  105532. var block = this.blocks[index];
  105533. block.addEntry(entry);
  105534. }
  105535. };
  105536. /**
  105537. * Selects an array of meshes within the frustum
  105538. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105539. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105540. * @returns array of meshes within the frustum
  105541. */
  105542. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105543. this._selectionContent.reset();
  105544. for (var index = 0; index < this.blocks.length; index++) {
  105545. var block = this.blocks[index];
  105546. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105547. }
  105548. if (allowDuplicate) {
  105549. this._selectionContent.concat(this.dynamicContent);
  105550. }
  105551. else {
  105552. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105553. }
  105554. return this._selectionContent;
  105555. };
  105556. /**
  105557. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105558. * @param sphereCenter defines the bounding sphere center
  105559. * @param sphereRadius defines the bounding sphere radius
  105560. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105561. * @returns an array of objects that intersect the sphere
  105562. */
  105563. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105564. this._selectionContent.reset();
  105565. for (var index = 0; index < this.blocks.length; index++) {
  105566. var block = this.blocks[index];
  105567. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105568. }
  105569. if (allowDuplicate) {
  105570. this._selectionContent.concat(this.dynamicContent);
  105571. }
  105572. else {
  105573. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105574. }
  105575. return this._selectionContent;
  105576. };
  105577. /**
  105578. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105579. * @param ray defines the ray to test with
  105580. * @returns array of intersected objects
  105581. */
  105582. Octree.prototype.intersectsRay = function (ray) {
  105583. this._selectionContent.reset();
  105584. for (var index = 0; index < this.blocks.length; index++) {
  105585. var block = this.blocks[index];
  105586. block.intersectsRay(ray, this._selectionContent);
  105587. }
  105588. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105589. return this._selectionContent;
  105590. };
  105591. /**
  105592. * @hidden
  105593. */
  105594. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105595. target.blocks = new Array();
  105596. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105597. // Segmenting space
  105598. for (var x = 0; x < 2; x++) {
  105599. for (var y = 0; y < 2; y++) {
  105600. for (var z = 0; z < 2; z++) {
  105601. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105602. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105603. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105604. block.addEntries(entries);
  105605. target.blocks.push(block);
  105606. }
  105607. }
  105608. }
  105609. };
  105610. /**
  105611. * Adds a mesh into the octree block if it intersects the block
  105612. */
  105613. Octree.CreationFuncForMeshes = function (entry, block) {
  105614. var boundingInfo = entry.getBoundingInfo();
  105615. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105616. block.entries.push(entry);
  105617. }
  105618. };
  105619. /**
  105620. * Adds a submesh into the octree block if it intersects the block
  105621. */
  105622. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105623. var boundingInfo = entry.getBoundingInfo();
  105624. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105625. block.entries.push(entry);
  105626. }
  105627. };
  105628. return Octree;
  105629. }());
  105630. BABYLON.Octree = Octree;
  105631. })(BABYLON || (BABYLON = {}));
  105632. //# sourceMappingURL=babylon.octree.js.map
  105633. var BABYLON;
  105634. (function (BABYLON) {
  105635. /**
  105636. * Class used to store a cell in an octree
  105637. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105638. */
  105639. var OctreeBlock = /** @class */ (function () {
  105640. /**
  105641. * Creates a new block
  105642. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105643. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105644. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105645. * @param depth defines the current depth of this block in the octree
  105646. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105647. * @param creationFunc defines a callback to call when an element is added to the block
  105648. */
  105649. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105650. /**
  105651. * Gets the content of the current block
  105652. */
  105653. this.entries = new Array();
  105654. this._boundingVectors = new Array();
  105655. this._capacity = capacity;
  105656. this._depth = depth;
  105657. this._maxDepth = maxDepth;
  105658. this._creationFunc = creationFunc;
  105659. this._minPoint = minPoint;
  105660. this._maxPoint = maxPoint;
  105661. this._boundingVectors.push(minPoint.clone());
  105662. this._boundingVectors.push(maxPoint.clone());
  105663. this._boundingVectors.push(minPoint.clone());
  105664. this._boundingVectors[2].x = maxPoint.x;
  105665. this._boundingVectors.push(minPoint.clone());
  105666. this._boundingVectors[3].y = maxPoint.y;
  105667. this._boundingVectors.push(minPoint.clone());
  105668. this._boundingVectors[4].z = maxPoint.z;
  105669. this._boundingVectors.push(maxPoint.clone());
  105670. this._boundingVectors[5].z = minPoint.z;
  105671. this._boundingVectors.push(maxPoint.clone());
  105672. this._boundingVectors[6].x = minPoint.x;
  105673. this._boundingVectors.push(maxPoint.clone());
  105674. this._boundingVectors[7].y = minPoint.y;
  105675. }
  105676. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105677. // Property
  105678. /**
  105679. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105680. */
  105681. get: function () {
  105682. return this._capacity;
  105683. },
  105684. enumerable: true,
  105685. configurable: true
  105686. });
  105687. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105688. /**
  105689. * Gets the minimum vector (in world space) of the block's bounding box
  105690. */
  105691. get: function () {
  105692. return this._minPoint;
  105693. },
  105694. enumerable: true,
  105695. configurable: true
  105696. });
  105697. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105698. /**
  105699. * Gets the maximum vector (in world space) of the block's bounding box
  105700. */
  105701. get: function () {
  105702. return this._maxPoint;
  105703. },
  105704. enumerable: true,
  105705. configurable: true
  105706. });
  105707. // Methods
  105708. /**
  105709. * Add a new element to this block
  105710. * @param entry defines the element to add
  105711. */
  105712. OctreeBlock.prototype.addEntry = function (entry) {
  105713. if (this.blocks) {
  105714. for (var index = 0; index < this.blocks.length; index++) {
  105715. var block = this.blocks[index];
  105716. block.addEntry(entry);
  105717. }
  105718. return;
  105719. }
  105720. this._creationFunc(entry, this);
  105721. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105722. this.createInnerBlocks();
  105723. }
  105724. };
  105725. /**
  105726. * Add an array of elements to this block
  105727. * @param entries defines the array of elements to add
  105728. */
  105729. OctreeBlock.prototype.addEntries = function (entries) {
  105730. for (var index = 0; index < entries.length; index++) {
  105731. var mesh = entries[index];
  105732. this.addEntry(mesh);
  105733. }
  105734. };
  105735. /**
  105736. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105737. * @param frustumPlanes defines the frustum planes to test
  105738. * @param selection defines the array to store current content if selection is positive
  105739. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105740. */
  105741. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105742. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105743. if (this.blocks) {
  105744. for (var index = 0; index < this.blocks.length; index++) {
  105745. var block = this.blocks[index];
  105746. block.select(frustumPlanes, selection, allowDuplicate);
  105747. }
  105748. return;
  105749. }
  105750. if (allowDuplicate) {
  105751. selection.concat(this.entries);
  105752. }
  105753. else {
  105754. selection.concatWithNoDuplicate(this.entries);
  105755. }
  105756. }
  105757. };
  105758. /**
  105759. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105760. * @param sphereCenter defines the bounding sphere center
  105761. * @param sphereRadius defines the bounding sphere radius
  105762. * @param selection defines the array to store current content if selection is positive
  105763. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105764. */
  105765. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105766. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105767. if (this.blocks) {
  105768. for (var index = 0; index < this.blocks.length; index++) {
  105769. var block = this.blocks[index];
  105770. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105771. }
  105772. return;
  105773. }
  105774. if (allowDuplicate) {
  105775. selection.concat(this.entries);
  105776. }
  105777. else {
  105778. selection.concatWithNoDuplicate(this.entries);
  105779. }
  105780. }
  105781. };
  105782. /**
  105783. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105784. * @param ray defines the ray to test with
  105785. * @param selection defines the array to store current content if selection is positive
  105786. */
  105787. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105788. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105789. if (this.blocks) {
  105790. for (var index = 0; index < this.blocks.length; index++) {
  105791. var block = this.blocks[index];
  105792. block.intersectsRay(ray, selection);
  105793. }
  105794. return;
  105795. }
  105796. selection.concatWithNoDuplicate(this.entries);
  105797. }
  105798. };
  105799. /**
  105800. * Subdivide the content into child blocks (this block will then be empty)
  105801. */
  105802. OctreeBlock.prototype.createInnerBlocks = function () {
  105803. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105804. };
  105805. return OctreeBlock;
  105806. }());
  105807. BABYLON.OctreeBlock = OctreeBlock;
  105808. })(BABYLON || (BABYLON = {}));
  105809. //# sourceMappingURL=babylon.octreeBlock.js.map
  105810. var BABYLON;
  105811. (function (BABYLON) {
  105812. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105813. if (maxCapacity === void 0) { maxCapacity = 64; }
  105814. if (maxDepth === void 0) { maxDepth = 2; }
  105815. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105816. if (!component) {
  105817. component = new OctreeSceneComponent(this);
  105818. this._addComponent(component);
  105819. }
  105820. if (!this._selectionOctree) {
  105821. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105822. }
  105823. var worldExtends = this.getWorldExtends();
  105824. // Update octree
  105825. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105826. return this._selectionOctree;
  105827. };
  105828. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105829. get: function () {
  105830. return this._selectionOctree;
  105831. },
  105832. enumerable: true,
  105833. configurable: true
  105834. });
  105835. /**
  105836. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105837. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105838. * @param maxCapacity defines the maximum size of each block (64 by default)
  105839. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105840. * @returns the new octree
  105841. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105842. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105843. */
  105844. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105845. if (maxCapacity === void 0) { maxCapacity = 64; }
  105846. if (maxDepth === void 0) { maxDepth = 2; }
  105847. var scene = this.getScene();
  105848. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105849. if (!component) {
  105850. component = new OctreeSceneComponent(scene);
  105851. scene._addComponent(component);
  105852. }
  105853. if (!this._submeshesOctree) {
  105854. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105855. }
  105856. this.computeWorldMatrix(true);
  105857. var boundingInfo = this.getBoundingInfo();
  105858. // Update octree
  105859. var bbox = boundingInfo.boundingBox;
  105860. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105861. return this._submeshesOctree;
  105862. };
  105863. /**
  105864. * Defines the octree scene component responsible to manage any octrees
  105865. * in a given scene.
  105866. */
  105867. var OctreeSceneComponent = /** @class */ (function () {
  105868. /**
  105869. * Creates a new instance of the component for the given scene
  105870. * @param scene Defines the scene to register the component in
  105871. */
  105872. function OctreeSceneComponent(scene) {
  105873. /**
  105874. * The component name helpfull to identify the component in the list of scene components.
  105875. */
  105876. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105877. /**
  105878. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105879. */
  105880. this.checksIsEnabled = true;
  105881. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105882. this.scene = scene;
  105883. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105884. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105885. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105886. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105887. }
  105888. /**
  105889. * Registers the component in a given scene
  105890. */
  105891. OctreeSceneComponent.prototype.register = function () {
  105892. var _this = this;
  105893. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105894. var sceneOctree = _this.scene.selectionOctree;
  105895. if (sceneOctree !== undefined && sceneOctree !== null) {
  105896. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105897. if (index !== -1) {
  105898. sceneOctree.dynamicContent.splice(index, 1);
  105899. }
  105900. }
  105901. });
  105902. this.scene.onMeshImportedObservable.add(function (mesh) {
  105903. var sceneOctree = _this.scene.selectionOctree;
  105904. if (sceneOctree !== undefined && sceneOctree !== null) {
  105905. sceneOctree.addMesh(mesh);
  105906. }
  105907. });
  105908. };
  105909. /**
  105910. * Return the list of active meshes
  105911. * @returns the list of active meshes
  105912. */
  105913. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  105914. if (this.scene._selectionOctree) {
  105915. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  105916. return selection;
  105917. }
  105918. return this.scene._getDefaultMeshCandidates();
  105919. };
  105920. /**
  105921. * Return the list of active sub meshes
  105922. * @param mesh The mesh to get the candidates sub meshes from
  105923. * @returns the list of active sub meshes
  105924. */
  105925. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  105926. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  105927. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  105928. return intersections;
  105929. }
  105930. return this.scene._getDefaultSubMeshCandidates(mesh);
  105931. };
  105932. /**
  105933. * Return the list of sub meshes intersecting with a given local ray
  105934. * @param mesh defines the mesh to find the submesh for
  105935. * @param localRay defines the ray in local space
  105936. * @returns the list of intersecting sub meshes
  105937. */
  105938. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105939. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105940. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105941. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105942. return intersections;
  105943. }
  105944. return this.scene._getDefaultSubMeshCandidates(mesh);
  105945. };
  105946. /**
  105947. * Return the list of sub meshes colliding with a collider
  105948. * @param mesh defines the mesh to find the submesh for
  105949. * @param collider defines the collider to evaluate the collision against
  105950. * @returns the list of colliding sub meshes
  105951. */
  105952. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  105953. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  105954. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  105955. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  105956. return intersections;
  105957. }
  105958. return this.scene._getDefaultSubMeshCandidates(mesh);
  105959. };
  105960. /**
  105961. * Rebuilds the elements related to this component in case of
  105962. * context lost for instance.
  105963. */
  105964. OctreeSceneComponent.prototype.rebuild = function () {
  105965. // Nothing to do here.
  105966. };
  105967. /**
  105968. * Disposes the component and the associated ressources.
  105969. */
  105970. OctreeSceneComponent.prototype.dispose = function () {
  105971. // Nothing to do here.
  105972. };
  105973. return OctreeSceneComponent;
  105974. }());
  105975. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  105976. })(BABYLON || (BABYLON = {}));
  105977. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  105978. var BABYLON;
  105979. (function (BABYLON) {
  105980. /**
  105981. * Postprocess used to generate anaglyphic rendering
  105982. */
  105983. var AnaglyphPostProcess = /** @class */ (function (_super) {
  105984. __extends(AnaglyphPostProcess, _super);
  105985. /**
  105986. * Creates a new AnaglyphPostProcess
  105987. * @param name defines postprocess name
  105988. * @param options defines creation options or target ratio scale
  105989. * @param rigCameras defines cameras using this postprocess
  105990. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  105991. * @param engine defines hosting engine
  105992. * @param reusable defines if the postprocess will be reused multiple times per frame
  105993. */
  105994. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  105995. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  105996. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105997. _this.onApplyObservable.add(function (effect) {
  105998. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  105999. });
  106000. return _this;
  106001. }
  106002. return AnaglyphPostProcess;
  106003. }(BABYLON.PostProcess));
  106004. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106005. })(BABYLON || (BABYLON = {}));
  106006. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106007. var BABYLON;
  106008. (function (BABYLON) {
  106009. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106010. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106011. });
  106012. /**
  106013. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106014. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106015. */
  106016. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106017. __extends(AnaglyphArcRotateCamera, _super);
  106018. /**
  106019. * Creates a new AnaglyphArcRotateCamera
  106020. * @param name defines camera name
  106021. * @param alpha defines alpha angle (in radians)
  106022. * @param beta defines beta angle (in radians)
  106023. * @param radius defines radius
  106024. * @param target defines camera target
  106025. * @param interaxialDistance defines distance between each color axis
  106026. * @param scene defines the hosting scene
  106027. */
  106028. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106029. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106030. _this.interaxialDistance = interaxialDistance;
  106031. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106032. return _this;
  106033. }
  106034. /**
  106035. * Gets camera class name
  106036. * @returns AnaglyphArcRotateCamera
  106037. */
  106038. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106039. return "AnaglyphArcRotateCamera";
  106040. };
  106041. return AnaglyphArcRotateCamera;
  106042. }(BABYLON.ArcRotateCamera));
  106043. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106044. })(BABYLON || (BABYLON = {}));
  106045. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106046. var BABYLON;
  106047. (function (BABYLON) {
  106048. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106049. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106050. });
  106051. /**
  106052. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106053. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106054. */
  106055. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106056. __extends(AnaglyphFreeCamera, _super);
  106057. /**
  106058. * Creates a new AnaglyphFreeCamera
  106059. * @param name defines camera name
  106060. * @param position defines initial position
  106061. * @param interaxialDistance defines distance between each color axis
  106062. * @param scene defines the hosting scene
  106063. */
  106064. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106065. var _this = _super.call(this, name, position, scene) || this;
  106066. _this.interaxialDistance = interaxialDistance;
  106067. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106068. return _this;
  106069. }
  106070. /**
  106071. * Gets camera class name
  106072. * @returns AnaglyphFreeCamera
  106073. */
  106074. AnaglyphFreeCamera.prototype.getClassName = function () {
  106075. return "AnaglyphFreeCamera";
  106076. };
  106077. return AnaglyphFreeCamera;
  106078. }(BABYLON.FreeCamera));
  106079. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106080. })(BABYLON || (BABYLON = {}));
  106081. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106082. var BABYLON;
  106083. (function (BABYLON) {
  106084. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106085. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106086. });
  106087. /**
  106088. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106089. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106090. */
  106091. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106092. __extends(AnaglyphGamepadCamera, _super);
  106093. /**
  106094. * Creates a new AnaglyphGamepadCamera
  106095. * @param name defines camera name
  106096. * @param position defines initial position
  106097. * @param interaxialDistance defines distance between each color axis
  106098. * @param scene defines the hosting scene
  106099. */
  106100. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106101. var _this = _super.call(this, name, position, scene) || this;
  106102. _this.interaxialDistance = interaxialDistance;
  106103. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106104. return _this;
  106105. }
  106106. /**
  106107. * Gets camera class name
  106108. * @returns AnaglyphGamepadCamera
  106109. */
  106110. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106111. return "AnaglyphGamepadCamera";
  106112. };
  106113. return AnaglyphGamepadCamera;
  106114. }(BABYLON.GamepadCamera));
  106115. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106116. })(BABYLON || (BABYLON = {}));
  106117. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106118. var BABYLON;
  106119. (function (BABYLON) {
  106120. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106121. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106122. });
  106123. /**
  106124. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106125. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106126. */
  106127. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106128. __extends(AnaglyphUniversalCamera, _super);
  106129. /**
  106130. * Creates a new AnaglyphUniversalCamera
  106131. * @param name defines camera name
  106132. * @param position defines initial position
  106133. * @param interaxialDistance defines distance between each color axis
  106134. * @param scene defines the hosting scene
  106135. */
  106136. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106137. var _this = _super.call(this, name, position, scene) || this;
  106138. _this.interaxialDistance = interaxialDistance;
  106139. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106140. return _this;
  106141. }
  106142. /**
  106143. * Gets camera class name
  106144. * @returns AnaglyphUniversalCamera
  106145. */
  106146. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106147. return "AnaglyphUniversalCamera";
  106148. };
  106149. return AnaglyphUniversalCamera;
  106150. }(BABYLON.UniversalCamera));
  106151. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106152. })(BABYLON || (BABYLON = {}));
  106153. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106154. var BABYLON;
  106155. (function (BABYLON) {
  106156. /**
  106157. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106158. */
  106159. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106160. __extends(StereoscopicInterlacePostProcess, _super);
  106161. /**
  106162. * Initializes a StereoscopicInterlacePostProcess
  106163. * @param name The name of the effect.
  106164. * @param rigCameras The rig cameras to be appled to the post process
  106165. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106166. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106167. * @param engine The engine which the post process will be applied. (default: current engine)
  106168. * @param reusable If the post process can be reused on the same frame. (default: false)
  106169. */
  106170. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106171. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106172. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106173. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106174. _this.onSizeChangedObservable.add(function () {
  106175. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106176. });
  106177. _this.onApplyObservable.add(function (effect) {
  106178. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106179. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106180. });
  106181. return _this;
  106182. }
  106183. return StereoscopicInterlacePostProcess;
  106184. }(BABYLON.PostProcess));
  106185. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106186. })(BABYLON || (BABYLON = {}));
  106187. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106188. var BABYLON;
  106189. (function (BABYLON) {
  106190. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106191. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106192. });
  106193. /**
  106194. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106195. * @see http://doc.babylonjs.com/features/cameras
  106196. */
  106197. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106198. __extends(StereoscopicArcRotateCamera, _super);
  106199. /**
  106200. * Creates a new StereoscopicArcRotateCamera
  106201. * @param name defines camera name
  106202. * @param alpha defines alpha angle (in radians)
  106203. * @param beta defines beta angle (in radians)
  106204. * @param radius defines radius
  106205. * @param target defines camera target
  106206. * @param interaxialDistance defines distance between each color axis
  106207. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106208. * @param scene defines the hosting scene
  106209. */
  106210. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106211. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106212. _this.interaxialDistance = interaxialDistance;
  106213. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106214. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106215. return _this;
  106216. }
  106217. /**
  106218. * Gets camera class name
  106219. * @returns StereoscopicArcRotateCamera
  106220. */
  106221. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106222. return "StereoscopicArcRotateCamera";
  106223. };
  106224. return StereoscopicArcRotateCamera;
  106225. }(BABYLON.ArcRotateCamera));
  106226. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106227. })(BABYLON || (BABYLON = {}));
  106228. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106229. var BABYLON;
  106230. (function (BABYLON) {
  106231. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106232. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106233. });
  106234. /**
  106235. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106236. * @see http://doc.babylonjs.com/features/cameras
  106237. */
  106238. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106239. __extends(StereoscopicFreeCamera, _super);
  106240. /**
  106241. * Creates a new StereoscopicFreeCamera
  106242. * @param name defines camera name
  106243. * @param position defines initial position
  106244. * @param interaxialDistance defines distance between each color axis
  106245. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106246. * @param scene defines the hosting scene
  106247. */
  106248. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106249. var _this = _super.call(this, name, position, scene) || this;
  106250. _this.interaxialDistance = interaxialDistance;
  106251. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106252. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106253. return _this;
  106254. }
  106255. /**
  106256. * Gets camera class name
  106257. * @returns StereoscopicFreeCamera
  106258. */
  106259. StereoscopicFreeCamera.prototype.getClassName = function () {
  106260. return "StereoscopicFreeCamera";
  106261. };
  106262. return StereoscopicFreeCamera;
  106263. }(BABYLON.FreeCamera));
  106264. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106265. })(BABYLON || (BABYLON = {}));
  106266. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106267. var BABYLON;
  106268. (function (BABYLON) {
  106269. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106270. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106271. });
  106272. /**
  106273. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106274. * @see http://doc.babylonjs.com/features/cameras
  106275. */
  106276. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106277. __extends(StereoscopicGamepadCamera, _super);
  106278. /**
  106279. * Creates a new StereoscopicGamepadCamera
  106280. * @param name defines camera name
  106281. * @param position defines initial position
  106282. * @param interaxialDistance defines distance between each color axis
  106283. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106284. * @param scene defines the hosting scene
  106285. */
  106286. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106287. var _this = _super.call(this, name, position, scene) || this;
  106288. _this.interaxialDistance = interaxialDistance;
  106289. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106290. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106291. return _this;
  106292. }
  106293. /**
  106294. * Gets camera class name
  106295. * @returns StereoscopicGamepadCamera
  106296. */
  106297. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106298. return "StereoscopicGamepadCamera";
  106299. };
  106300. return StereoscopicGamepadCamera;
  106301. }(BABYLON.GamepadCamera));
  106302. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106303. })(BABYLON || (BABYLON = {}));
  106304. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106305. var BABYLON;
  106306. (function (BABYLON) {
  106307. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106308. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106309. });
  106310. /**
  106311. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106312. * @see http://doc.babylonjs.com/features/cameras
  106313. */
  106314. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106315. __extends(StereoscopicUniversalCamera, _super);
  106316. /**
  106317. * Creates a new StereoscopicUniversalCamera
  106318. * @param name defines camera name
  106319. * @param position defines initial position
  106320. * @param interaxialDistance defines distance between each color axis
  106321. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106322. * @param scene defines the hosting scene
  106323. */
  106324. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106325. var _this = _super.call(this, name, position, scene) || this;
  106326. _this.interaxialDistance = interaxialDistance;
  106327. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106328. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106329. return _this;
  106330. }
  106331. /**
  106332. * Gets camera class name
  106333. * @returns StereoscopicUniversalCamera
  106334. */
  106335. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106336. return "StereoscopicUniversalCamera";
  106337. };
  106338. return StereoscopicUniversalCamera;
  106339. }(BABYLON.UniversalCamera));
  106340. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106341. })(BABYLON || (BABYLON = {}));
  106342. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106343. var BABYLON;
  106344. (function (BABYLON) {
  106345. /**
  106346. * VRDistortionCorrectionPostProcess used for mobile VR
  106347. */
  106348. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106349. __extends(VRDistortionCorrectionPostProcess, _super);
  106350. /**
  106351. * Initializes the VRDistortionCorrectionPostProcess
  106352. * @param name The name of the effect.
  106353. * @param camera The camera to apply the render pass to.
  106354. * @param isRightEye If this is for the right eye distortion
  106355. * @param vrMetrics All the required metrics for the VR camera
  106356. */
  106357. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106358. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106359. 'LensCenter',
  106360. 'Scale',
  106361. 'ScaleIn',
  106362. 'HmdWarpParam'
  106363. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106364. _this._isRightEye = isRightEye;
  106365. _this._distortionFactors = vrMetrics.distortionK;
  106366. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106367. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106368. _this.adaptScaleToCurrentViewport = true;
  106369. _this.onSizeChangedObservable.add(function () {
  106370. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106371. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106372. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106373. });
  106374. _this.onApplyObservable.add(function (effect) {
  106375. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106376. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106377. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106378. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106379. });
  106380. return _this;
  106381. }
  106382. return VRDistortionCorrectionPostProcess;
  106383. }(BABYLON.PostProcess));
  106384. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106385. })(BABYLON || (BABYLON = {}));
  106386. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106387. var BABYLON;
  106388. (function (BABYLON) {
  106389. /**
  106390. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106391. * Screen rotation is taken into account.
  106392. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106393. */
  106394. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106395. /**
  106396. * Instantiates a new input
  106397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106398. */
  106399. function FreeCameraDeviceOrientationInput() {
  106400. var _this = this;
  106401. this._screenOrientationAngle = 0;
  106402. this._screenQuaternion = new BABYLON.Quaternion();
  106403. this._alpha = 0;
  106404. this._beta = 0;
  106405. this._gamma = 0;
  106406. this._orientationChanged = function () {
  106407. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106408. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106409. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106410. };
  106411. this._deviceOrientation = function (evt) {
  106412. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106413. _this._beta = evt.beta !== null ? evt.beta : 0;
  106414. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106415. };
  106416. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106417. this._orientationChanged();
  106418. }
  106419. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106420. /**
  106421. * Define the camera controlled by the input.
  106422. */
  106423. get: function () {
  106424. return this._camera;
  106425. },
  106426. set: function (camera) {
  106427. this._camera = camera;
  106428. if (this._camera != null && !this._camera.rotationQuaternion) {
  106429. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106430. }
  106431. },
  106432. enumerable: true,
  106433. configurable: true
  106434. });
  106435. /**
  106436. * Attach the input controls to a specific dom element to get the input from.
  106437. * @param element Defines the element the controls should be listened from
  106438. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106439. */
  106440. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106441. window.addEventListener("orientationchange", this._orientationChanged);
  106442. window.addEventListener("deviceorientation", this._deviceOrientation);
  106443. //In certain cases, the attach control is called AFTER orientation was changed,
  106444. //So this is needed.
  106445. this._orientationChanged();
  106446. };
  106447. /**
  106448. * Detach the current controls from the specified dom element.
  106449. * @param element Defines the element to stop listening the inputs from
  106450. */
  106451. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106452. window.removeEventListener("orientationchange", this._orientationChanged);
  106453. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106454. };
  106455. /**
  106456. * Update the current camera state depending on the inputs that have been used this frame.
  106457. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106458. */
  106459. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106460. //if no device orientation provided, don't update the rotation.
  106461. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106462. if (!this._alpha) {
  106463. return;
  106464. }
  106465. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106466. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106467. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106468. //Mirror on XY Plane
  106469. this._camera.rotationQuaternion.z *= -1;
  106470. this._camera.rotationQuaternion.w *= -1;
  106471. };
  106472. /**
  106473. * Gets the class name of the current intput.
  106474. * @returns the class name
  106475. */
  106476. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106477. return "FreeCameraDeviceOrientationInput";
  106478. };
  106479. /**
  106480. * Get the friendly name associated with the input class.
  106481. * @returns the input friendly name
  106482. */
  106483. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106484. return "deviceOrientation";
  106485. };
  106486. return FreeCameraDeviceOrientationInput;
  106487. }());
  106488. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106489. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106490. })(BABYLON || (BABYLON = {}));
  106491. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106492. var BABYLON;
  106493. (function (BABYLON) {
  106494. /**
  106495. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106496. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106497. */
  106498. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106499. /**
  106500. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106501. */
  106502. function ArcRotateCameraVRDeviceOrientationInput() {
  106503. /**
  106504. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106505. */
  106506. this.alphaCorrection = 1;
  106507. /**
  106508. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106509. */
  106510. this.gammaCorrection = 1;
  106511. this._alpha = 0;
  106512. this._gamma = 0;
  106513. this._dirty = false;
  106514. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106515. }
  106516. /**
  106517. * Attach the input controls to a specific dom element to get the input from.
  106518. * @param element Defines the element the controls should be listened from
  106519. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106520. */
  106521. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106522. this.camera.attachControl(element, noPreventDefault);
  106523. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106524. };
  106525. /** @hidden */
  106526. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106527. if (evt.alpha !== null) {
  106528. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106529. }
  106530. if (evt.gamma !== null) {
  106531. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106532. }
  106533. this._dirty = true;
  106534. };
  106535. /**
  106536. * Update the current camera state depending on the inputs that have been used this frame.
  106537. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106538. */
  106539. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106540. if (this._dirty) {
  106541. this._dirty = false;
  106542. if (this._gamma < 0) {
  106543. this._gamma = 180 + this._gamma;
  106544. }
  106545. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106546. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106547. }
  106548. };
  106549. /**
  106550. * Detach the current controls from the specified dom element.
  106551. * @param element Defines the element to stop listening the inputs from
  106552. */
  106553. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106554. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106555. };
  106556. /**
  106557. * Gets the class name of the current intput.
  106558. * @returns the class name
  106559. */
  106560. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106561. return "ArcRotateCameraVRDeviceOrientationInput";
  106562. };
  106563. /**
  106564. * Get the friendly name associated with the input class.
  106565. * @returns the input friendly name
  106566. */
  106567. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106568. return "VRDeviceOrientation";
  106569. };
  106570. return ArcRotateCameraVRDeviceOrientationInput;
  106571. }());
  106572. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106573. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106574. })(BABYLON || (BABYLON = {}));
  106575. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106576. var BABYLON;
  106577. (function (BABYLON) {
  106578. /**
  106579. * This represents all the required metrics to create a VR camera.
  106580. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106581. */
  106582. var VRCameraMetrics = /** @class */ (function () {
  106583. function VRCameraMetrics() {
  106584. /**
  106585. * Define if the current vr camera should compensate the distortion of the lense or not.
  106586. */
  106587. this.compensateDistortion = true;
  106588. }
  106589. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106590. /**
  106591. * Gets the rendering aspect ratio based on the provided resolutions.
  106592. */
  106593. get: function () {
  106594. return this.hResolution / (2 * this.vResolution);
  106595. },
  106596. enumerable: true,
  106597. configurable: true
  106598. });
  106599. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106600. /**
  106601. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106602. */
  106603. get: function () {
  106604. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106605. },
  106606. enumerable: true,
  106607. configurable: true
  106608. });
  106609. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106610. /**
  106611. * @hidden
  106612. */
  106613. get: function () {
  106614. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106615. var h = (4 * meters) / this.hScreenSize;
  106616. return BABYLON.Matrix.Translation(h, 0, 0);
  106617. },
  106618. enumerable: true,
  106619. configurable: true
  106620. });
  106621. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106622. /**
  106623. * @hidden
  106624. */
  106625. get: function () {
  106626. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106627. var h = (4 * meters) / this.hScreenSize;
  106628. return BABYLON.Matrix.Translation(-h, 0, 0);
  106629. },
  106630. enumerable: true,
  106631. configurable: true
  106632. });
  106633. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106634. /**
  106635. * @hidden
  106636. */
  106637. get: function () {
  106638. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106639. },
  106640. enumerable: true,
  106641. configurable: true
  106642. });
  106643. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106644. /**
  106645. * @hidden
  106646. */
  106647. get: function () {
  106648. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106649. },
  106650. enumerable: true,
  106651. configurable: true
  106652. });
  106653. /**
  106654. * Get the default VRMetrics based on the most generic setup.
  106655. * @returns the default vr metrics
  106656. */
  106657. VRCameraMetrics.GetDefault = function () {
  106658. var result = new VRCameraMetrics();
  106659. result.hResolution = 1280;
  106660. result.vResolution = 800;
  106661. result.hScreenSize = 0.149759993;
  106662. result.vScreenSize = 0.0935999975;
  106663. result.vScreenCenter = 0.0467999987;
  106664. result.eyeToScreenDistance = 0.0410000011;
  106665. result.lensSeparationDistance = 0.0635000020;
  106666. result.interpupillaryDistance = 0.0640000030;
  106667. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106668. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106669. result.postProcessScaleFactor = 1.714605507808412;
  106670. result.lensCenterOffset = 0.151976421;
  106671. return result;
  106672. };
  106673. return VRCameraMetrics;
  106674. }());
  106675. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106676. })(BABYLON || (BABYLON = {}));
  106677. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106678. var BABYLON;
  106679. (function (BABYLON) {
  106680. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106681. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106682. });
  106683. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106684. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106685. });
  106686. /**
  106687. * This represents a WebVR camera.
  106688. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106689. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106690. */
  106691. var WebVRFreeCamera = /** @class */ (function (_super) {
  106692. __extends(WebVRFreeCamera, _super);
  106693. /**
  106694. * Instantiates a WebVRFreeCamera.
  106695. * @param name The name of the WebVRFreeCamera
  106696. * @param position The starting anchor position for the camera
  106697. * @param scene The scene the camera belongs to
  106698. * @param webVROptions a set of customizable options for the webVRCamera
  106699. */
  106700. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106701. if (webVROptions === void 0) { webVROptions = {}; }
  106702. var _this = _super.call(this, name, position, scene) || this;
  106703. _this.webVROptions = webVROptions;
  106704. /**
  106705. * @hidden
  106706. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106707. */
  106708. _this._vrDevice = null;
  106709. /**
  106710. * The rawPose of the vrDevice.
  106711. */
  106712. _this.rawPose = null;
  106713. _this._specsVersion = "1.1";
  106714. _this._attached = false;
  106715. _this._descendants = [];
  106716. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106717. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106718. /** @hidden */
  106719. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106720. _this._standingMatrix = null;
  106721. /**
  106722. * Represents device position in babylon space.
  106723. */
  106724. _this.devicePosition = BABYLON.Vector3.Zero();
  106725. /**
  106726. * Represents device rotation in babylon space.
  106727. */
  106728. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106729. /**
  106730. * The scale of the device to be used when translating from device space to babylon space.
  106731. */
  106732. _this.deviceScaleFactor = 1;
  106733. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106734. _this._worldToDevice = BABYLON.Matrix.Identity();
  106735. /**
  106736. * References to the webVR controllers for the vrDevice.
  106737. */
  106738. _this.controllers = [];
  106739. /**
  106740. * Emits an event when a controller is attached.
  106741. */
  106742. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106743. /**
  106744. * Emits an event when a controller's mesh has been loaded;
  106745. */
  106746. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106747. /**
  106748. * Emits an event when the HMD's pose has been updated.
  106749. */
  106750. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106751. _this._poseSet = false;
  106752. /**
  106753. * If the rig cameras be used as parent instead of this camera.
  106754. */
  106755. _this.rigParenting = true;
  106756. _this._defaultHeight = undefined;
  106757. _this._htmlElementAttached = null;
  106758. _this._detachIfAttached = function () {
  106759. var vrDisplay = _this.getEngine().getVRDevice();
  106760. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106761. _this.detachControl(_this._htmlElementAttached);
  106762. }
  106763. };
  106764. _this._workingVector = BABYLON.Vector3.Zero();
  106765. _this._oneVector = BABYLON.Vector3.One();
  106766. _this._workingMatrix = BABYLON.Matrix.Identity();
  106767. _this._tmpMatrix = new BABYLON.Matrix();
  106768. _this._cache.position = BABYLON.Vector3.Zero();
  106769. if (webVROptions.defaultHeight) {
  106770. _this._defaultHeight = webVROptions.defaultHeight;
  106771. _this.position.y = _this._defaultHeight;
  106772. }
  106773. _this.minZ = 0.1;
  106774. //legacy support - the compensation boolean was removed.
  106775. if (arguments.length === 5) {
  106776. _this.webVROptions = arguments[4];
  106777. }
  106778. // default webVR options
  106779. if (_this.webVROptions.trackPosition == undefined) {
  106780. _this.webVROptions.trackPosition = true;
  106781. }
  106782. if (_this.webVROptions.controllerMeshes == undefined) {
  106783. _this.webVROptions.controllerMeshes = true;
  106784. }
  106785. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106786. _this.webVROptions.defaultLightingOnControllers = true;
  106787. }
  106788. _this.rotationQuaternion = new BABYLON.Quaternion();
  106789. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106790. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106791. }
  106792. //enable VR
  106793. var engine = _this.getEngine();
  106794. _this._onVREnabled = function (success) { if (success) {
  106795. _this.initControllers();
  106796. } };
  106797. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106798. engine.initWebVR().add(function (event) {
  106799. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106800. return;
  106801. }
  106802. _this._vrDevice = event.vrDisplay;
  106803. //reset the rig parameters.
  106804. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106805. if (_this._attached) {
  106806. _this.getEngine().enableVR();
  106807. }
  106808. });
  106809. if (typeof (VRFrameData) !== "undefined") {
  106810. _this._frameData = new VRFrameData();
  106811. }
  106812. /**
  106813. * The idea behind the following lines:
  106814. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106815. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106816. * the second will not show it correctly.
  106817. *
  106818. * To solve this - each object that has the camera as parent will be added to a protected array.
  106819. * When the rig camera renders, it will take this array and set all of those to be its children.
  106820. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106821. * Amazing!
  106822. */
  106823. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106824. if (camera.parent === _this && _this.rigParenting) {
  106825. _this._descendants = _this.getDescendants(true, function (n) {
  106826. // don't take the cameras or the controllers!
  106827. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106828. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106829. return !isController && !isRigCamera;
  106830. });
  106831. _this._descendants.forEach(function (node) {
  106832. node.parent = camera;
  106833. });
  106834. }
  106835. });
  106836. scene.onAfterCameraRenderObservable.add(function (camera) {
  106837. if (camera.parent === _this && _this.rigParenting) {
  106838. _this._descendants.forEach(function (node) {
  106839. node.parent = _this;
  106840. });
  106841. }
  106842. });
  106843. return _this;
  106844. }
  106845. /**
  106846. * Gets the device distance from the ground in meters.
  106847. * @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.
  106848. */
  106849. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106850. if (this._standingMatrix) {
  106851. // Add standing matrix offset to get real offset from ground in room
  106852. this._standingMatrix.getTranslationToRef(this._workingVector);
  106853. return this._deviceRoomPosition.y + this._workingVector.y;
  106854. }
  106855. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106856. return this._defaultHeight || 0;
  106857. };
  106858. /**
  106859. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106860. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106861. */
  106862. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106863. var _this = this;
  106864. if (callback === void 0) { callback = function (bool) { }; }
  106865. // Use standing matrix if available
  106866. this.getEngine().initWebVRAsync().then(function (result) {
  106867. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106868. callback(false);
  106869. }
  106870. else {
  106871. _this._standingMatrix = new BABYLON.Matrix();
  106872. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106873. if (!_this.getScene().useRightHandedSystem) {
  106874. if (_this._standingMatrix) {
  106875. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106876. }
  106877. }
  106878. callback(true);
  106879. }
  106880. });
  106881. };
  106882. /**
  106883. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106884. * @returns A promise with a boolean set to if the standing matrix is supported.
  106885. */
  106886. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106887. var _this = this;
  106888. return new Promise(function (res, rej) {
  106889. _this.useStandingMatrix(function (supported) {
  106890. res(supported);
  106891. });
  106892. });
  106893. };
  106894. /**
  106895. * Disposes the camera
  106896. */
  106897. WebVRFreeCamera.prototype.dispose = function () {
  106898. this._detachIfAttached();
  106899. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106900. if (this._updateCacheWhenTrackingDisabledObserver) {
  106901. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106902. }
  106903. _super.prototype.dispose.call(this);
  106904. };
  106905. /**
  106906. * Gets a vrController by name.
  106907. * @param name The name of the controller to retreive
  106908. * @returns the controller matching the name specified or null if not found
  106909. */
  106910. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106911. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106912. var gp = _a[_i];
  106913. if (gp.hand === name) {
  106914. return gp;
  106915. }
  106916. }
  106917. return null;
  106918. };
  106919. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  106920. /**
  106921. * The controller corrisponding to the users left hand.
  106922. */
  106923. get: function () {
  106924. if (!this._leftController) {
  106925. this._leftController = this.getControllerByName("left");
  106926. }
  106927. return this._leftController;
  106928. },
  106929. enumerable: true,
  106930. configurable: true
  106931. });
  106932. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  106933. /**
  106934. * The controller corrisponding to the users right hand.
  106935. */
  106936. get: function () {
  106937. if (!this._rightController) {
  106938. this._rightController = this.getControllerByName("right");
  106939. }
  106940. return this._rightController;
  106941. },
  106942. enumerable: true,
  106943. configurable: true
  106944. });
  106945. /**
  106946. * Casts a ray forward from the vrCamera's gaze.
  106947. * @param length Length of the ray (default: 100)
  106948. * @returns the ray corrisponding to the gaze
  106949. */
  106950. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  106951. if (length === void 0) { length = 100; }
  106952. if (this.leftCamera) {
  106953. // Use left eye to avoid computation to compute center on every call
  106954. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  106955. }
  106956. else {
  106957. return _super.prototype.getForwardRay.call(this, length);
  106958. }
  106959. };
  106960. /**
  106961. * @hidden
  106962. * Updates the camera based on device's frame data
  106963. */
  106964. WebVRFreeCamera.prototype._checkInputs = function () {
  106965. if (this._vrDevice && this._vrDevice.isPresenting) {
  106966. this._vrDevice.getFrameData(this._frameData);
  106967. this.updateFromDevice(this._frameData.pose);
  106968. }
  106969. _super.prototype._checkInputs.call(this);
  106970. };
  106971. /**
  106972. * Updates the poseControlled values based on the input device pose.
  106973. * @param poseData Pose coming from the device
  106974. */
  106975. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  106976. if (poseData && poseData.orientation) {
  106977. this.rawPose = poseData;
  106978. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  106979. if (this.getScene().useRightHandedSystem) {
  106980. this._deviceRoomRotationQuaternion.z *= -1;
  106981. this._deviceRoomRotationQuaternion.w *= -1;
  106982. }
  106983. if (this.webVROptions.trackPosition && this.rawPose.position) {
  106984. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  106985. if (this.getScene().useRightHandedSystem) {
  106986. this._deviceRoomPosition.z *= -1;
  106987. }
  106988. }
  106989. this._poseSet = true;
  106990. }
  106991. };
  106992. /**
  106993. * WebVR's attach control will start broadcasting frames to the device.
  106994. * Note that in certain browsers (chrome for example) this function must be called
  106995. * within a user-interaction callback. Example:
  106996. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  106997. *
  106998. * @param element html element to attach the vrDevice to
  106999. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107000. */
  107001. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107002. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107003. this._attached = true;
  107004. this._htmlElementAttached = element;
  107005. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107006. if (this._vrDevice) {
  107007. this.getEngine().enableVR();
  107008. }
  107009. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107010. };
  107011. /**
  107012. * Detaches the camera from the html element and disables VR
  107013. *
  107014. * @param element html element to detach from
  107015. */
  107016. WebVRFreeCamera.prototype.detachControl = function (element) {
  107017. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107018. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107019. _super.prototype.detachControl.call(this, element);
  107020. this._attached = false;
  107021. this.getEngine().disableVR();
  107022. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107023. };
  107024. /**
  107025. * @returns the name of this class
  107026. */
  107027. WebVRFreeCamera.prototype.getClassName = function () {
  107028. return "WebVRFreeCamera";
  107029. };
  107030. /**
  107031. * Calls resetPose on the vrDisplay
  107032. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107033. */
  107034. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107035. //uses the vrDisplay's "resetPose()".
  107036. //pitch and roll won't be affected.
  107037. this._vrDevice.resetPose();
  107038. };
  107039. /**
  107040. * @hidden
  107041. * Updates the rig cameras (left and right eye)
  107042. */
  107043. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107044. var camLeft = this._rigCameras[0];
  107045. var camRight = this._rigCameras[1];
  107046. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107047. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107048. camLeft.position.copyFrom(this._deviceRoomPosition);
  107049. camRight.position.copyFrom(this._deviceRoomPosition);
  107050. };
  107051. // Remove translation from 6dof headset if trackposition is set to false
  107052. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107053. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107054. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107055. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107056. if (!isViewMatrix) {
  107057. this._tmpMatrix.invert();
  107058. }
  107059. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107060. }
  107061. };
  107062. /**
  107063. * @hidden
  107064. * Updates the cached values of the camera
  107065. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107066. */
  107067. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107068. var _this = this;
  107069. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107070. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107071. if (!this.updateCacheCalled) {
  107072. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107073. this.updateCacheCalled = true;
  107074. this.update();
  107075. }
  107076. // Set working vector to the device position in room space rotated by the new rotation
  107077. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107078. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107079. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107080. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107081. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107082. // Add translation from anchor position
  107083. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107084. this._workingVector.addInPlace(this.position);
  107085. this._workingVector.subtractInPlace(this._cache.position);
  107086. this._deviceToWorld.setTranslation(this._workingVector);
  107087. // Set an inverted matrix to be used when updating the camera
  107088. this._deviceToWorld.invertToRef(this._worldToDevice);
  107089. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107090. this.controllers.forEach(function (controller) {
  107091. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107092. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107093. controller.update();
  107094. });
  107095. }
  107096. if (!ignoreParentClass) {
  107097. _super.prototype._updateCache.call(this);
  107098. }
  107099. this.updateCacheCalled = false;
  107100. };
  107101. /**
  107102. * @hidden
  107103. * Get current device position in babylon world
  107104. */
  107105. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107106. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107107. };
  107108. /**
  107109. * Updates the current device position and rotation in the babylon world
  107110. */
  107111. WebVRFreeCamera.prototype.update = function () {
  107112. this._computeDevicePosition();
  107113. // Get current device rotation in babylon world
  107114. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107115. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107116. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107117. if (this._poseSet) {
  107118. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107119. }
  107120. _super.prototype.update.call(this);
  107121. };
  107122. /**
  107123. * @hidden
  107124. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107125. * @returns an identity matrix
  107126. */
  107127. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107128. return BABYLON.Matrix.Identity();
  107129. };
  107130. /**
  107131. * This function is called by the two RIG cameras.
  107132. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107133. */
  107134. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107135. // Update the parent camera prior to using a child camera to avoid desynchronization
  107136. var parentCamera = this._cameraRigParams["parentCamera"];
  107137. parentCamera._updateCache();
  107138. //WebVR 1.1
  107139. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107140. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107141. if (!this.getScene().useRightHandedSystem) {
  107142. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107143. }
  107144. // update the camera rotation matrix
  107145. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107146. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107147. // Computing target and final matrix
  107148. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107149. // should the view matrix be updated with scale and position offset?
  107150. if (parentCamera.deviceScaleFactor !== 1) {
  107151. this._webvrViewMatrix.invert();
  107152. // scale the position, if set
  107153. if (parentCamera.deviceScaleFactor) {
  107154. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107155. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107156. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107157. }
  107158. this._webvrViewMatrix.invert();
  107159. }
  107160. // Remove translation from 6dof headset if trackposition is set to false
  107161. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107162. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107163. // Compute global position
  107164. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107165. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107166. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107167. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107168. this._markSyncedWithParent();
  107169. return this._webvrViewMatrix;
  107170. };
  107171. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107172. var parentCamera = this.parent;
  107173. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107174. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107175. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107176. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107177. //babylon compatible matrix
  107178. if (!this.getScene().useRightHandedSystem) {
  107179. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107180. }
  107181. return this._projectionMatrix;
  107182. };
  107183. /**
  107184. * Initializes the controllers and their meshes
  107185. */
  107186. WebVRFreeCamera.prototype.initControllers = function () {
  107187. var _this = this;
  107188. this.controllers = [];
  107189. var manager = this.getScene().gamepadManager;
  107190. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107191. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107192. var webVrController = gamepad;
  107193. if (webVrController.defaultModel) {
  107194. webVrController.defaultModel.setEnabled(false);
  107195. }
  107196. if (webVrController.hand === "right") {
  107197. _this._rightController = null;
  107198. }
  107199. if (webVrController.hand === "left") {
  107200. _this._leftController = null;
  107201. }
  107202. var controllerIndex = _this.controllers.indexOf(webVrController);
  107203. if (controllerIndex !== -1) {
  107204. _this.controllers.splice(controllerIndex, 1);
  107205. }
  107206. }
  107207. });
  107208. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107209. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107210. var webVrController_1 = gamepad;
  107211. if (!_this.webVROptions.trackPosition) {
  107212. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107213. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107214. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107215. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107216. _this._updateCache();
  107217. });
  107218. }
  107219. }
  107220. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107221. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107222. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107223. if (_this.webVROptions.controllerMeshes) {
  107224. if (webVrController_1.defaultModel) {
  107225. webVrController_1.defaultModel.setEnabled(true);
  107226. }
  107227. else {
  107228. // Load the meshes
  107229. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107230. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107231. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107232. if (_this.webVROptions.defaultLightingOnControllers) {
  107233. if (!_this._lightOnControllers) {
  107234. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107235. }
  107236. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107237. var children = mesh.getChildren();
  107238. if (children && children.length !== 0) {
  107239. children.forEach(function (mesh) {
  107240. light.includedOnlyMeshes.push(mesh);
  107241. activateLightOnSubMeshes_1(mesh, light);
  107242. });
  107243. }
  107244. };
  107245. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107246. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107247. }
  107248. });
  107249. }
  107250. }
  107251. webVrController_1.attachToPoseControlledCamera(_this);
  107252. // since this is async - sanity check. Is the controller already stored?
  107253. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107254. //add to the controllers array
  107255. _this.controllers.push(webVrController_1);
  107256. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107257. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107258. // So we're overriding setting left & right manually to be sure
  107259. var firstViveWandDetected = false;
  107260. for (var i = 0; i < _this.controllers.length; i++) {
  107261. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107262. if (!firstViveWandDetected) {
  107263. firstViveWandDetected = true;
  107264. _this.controllers[i].hand = "left";
  107265. }
  107266. else {
  107267. _this.controllers[i].hand = "right";
  107268. }
  107269. }
  107270. }
  107271. //did we find enough controllers? Great! let the developer know.
  107272. if (_this.controllers.length >= 2) {
  107273. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107274. }
  107275. }
  107276. }
  107277. });
  107278. };
  107279. return WebVRFreeCamera;
  107280. }(BABYLON.FreeCamera));
  107281. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107282. })(BABYLON || (BABYLON = {}));
  107283. //# sourceMappingURL=babylon.webVRCamera.js.map
  107284. var BABYLON;
  107285. (function (BABYLON) {
  107286. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107287. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107288. });
  107289. // We're mainly based on the logic defined into the FreeCamera code
  107290. /**
  107291. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107292. * being tilted forward or back and left or right.
  107293. */
  107294. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107295. __extends(DeviceOrientationCamera, _super);
  107296. /**
  107297. * Creates a new device orientation camera
  107298. * @param name The name of the camera
  107299. * @param position The start position camera
  107300. * @param scene The scene the camera belongs to
  107301. */
  107302. function DeviceOrientationCamera(name, position, scene) {
  107303. var _this = _super.call(this, name, position, scene) || this;
  107304. _this._quaternionCache = new BABYLON.Quaternion();
  107305. _this.inputs.addDeviceOrientation();
  107306. return _this;
  107307. }
  107308. /**
  107309. * Gets the current instance class name ("DeviceOrientationCamera").
  107310. * This helps avoiding instanceof at run time.
  107311. * @returns the class name
  107312. */
  107313. DeviceOrientationCamera.prototype.getClassName = function () {
  107314. return "DeviceOrientationCamera";
  107315. };
  107316. /**
  107317. * @hidden
  107318. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107319. */
  107320. DeviceOrientationCamera.prototype._checkInputs = function () {
  107321. _super.prototype._checkInputs.call(this);
  107322. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107323. if (this._initialQuaternion) {
  107324. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107325. }
  107326. };
  107327. /**
  107328. * Reset the camera to its default orientation on the specified axis only.
  107329. * @param axis The axis to reset
  107330. */
  107331. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107332. var _this = this;
  107333. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107334. //can only work if this camera has a rotation quaternion already.
  107335. if (!this.rotationQuaternion) {
  107336. return;
  107337. }
  107338. if (!this._initialQuaternion) {
  107339. this._initialQuaternion = new BABYLON.Quaternion();
  107340. }
  107341. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107342. ['x', 'y', 'z'].forEach(function (axisName) {
  107343. if (!axis[axisName]) {
  107344. _this._initialQuaternion[axisName] = 0;
  107345. }
  107346. else {
  107347. _this._initialQuaternion[axisName] *= -1;
  107348. }
  107349. });
  107350. this._initialQuaternion.normalize();
  107351. //force rotation update
  107352. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107353. };
  107354. return DeviceOrientationCamera;
  107355. }(BABYLON.FreeCamera));
  107356. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107357. })(BABYLON || (BABYLON = {}));
  107358. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107359. var BABYLON;
  107360. (function (BABYLON) {
  107361. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107362. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107363. });
  107364. /**
  107365. * Camera used to simulate VR rendering (based on FreeCamera)
  107366. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107367. */
  107368. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107369. __extends(VRDeviceOrientationFreeCamera, _super);
  107370. /**
  107371. * Creates a new VRDeviceOrientationFreeCamera
  107372. * @param name defines camera name
  107373. * @param position defines the start position of the camera
  107374. * @param scene defines the scene the camera belongs to
  107375. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107376. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107377. */
  107378. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107379. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107380. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107381. var _this = _super.call(this, name, position, scene) || this;
  107382. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107383. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107384. return _this;
  107385. }
  107386. /**
  107387. * Gets camera class name
  107388. * @returns VRDeviceOrientationFreeCamera
  107389. */
  107390. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107391. return "VRDeviceOrientationFreeCamera";
  107392. };
  107393. return VRDeviceOrientationFreeCamera;
  107394. }(BABYLON.DeviceOrientationCamera));
  107395. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107396. })(BABYLON || (BABYLON = {}));
  107397. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107398. var BABYLON;
  107399. (function (BABYLON) {
  107400. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107401. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107402. });
  107403. /**
  107404. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107405. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107406. */
  107407. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107408. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107409. /**
  107410. * Creates a new VRDeviceOrientationArcRotateCamera
  107411. * @param name defines camera name
  107412. * @param alpha defines the camera rotation along the logitudinal axis
  107413. * @param beta defines the camera rotation along the latitudinal axis
  107414. * @param radius defines the camera distance from its target
  107415. * @param target defines the camera target
  107416. * @param scene defines the scene the camera belongs to
  107417. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107418. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107419. */
  107420. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107421. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107422. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107423. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107424. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107425. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107426. _this.inputs.addVRDeviceOrientation();
  107427. return _this;
  107428. }
  107429. /**
  107430. * Gets camera class name
  107431. * @returns VRDeviceOrientationArcRotateCamera
  107432. */
  107433. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107434. return "VRDeviceOrientationArcRotateCamera";
  107435. };
  107436. return VRDeviceOrientationArcRotateCamera;
  107437. }(BABYLON.ArcRotateCamera));
  107438. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107439. })(BABYLON || (BABYLON = {}));
  107440. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107441. var BABYLON;
  107442. (function (BABYLON) {
  107443. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107444. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107445. });
  107446. /**
  107447. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107448. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107449. */
  107450. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107451. __extends(VRDeviceOrientationGamepadCamera, _super);
  107452. /**
  107453. * Creates a new VRDeviceOrientationGamepadCamera
  107454. * @param name defines camera name
  107455. * @param position defines the start position of the camera
  107456. * @param scene defines the scene the camera belongs to
  107457. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107458. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107459. */
  107460. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107461. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107462. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107463. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107464. _this.inputs.addGamepad();
  107465. return _this;
  107466. }
  107467. /**
  107468. * Gets camera class name
  107469. * @returns VRDeviceOrientationGamepadCamera
  107470. */
  107471. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107472. return "VRDeviceOrientationGamepadCamera";
  107473. };
  107474. return VRDeviceOrientationGamepadCamera;
  107475. }(BABYLON.VRDeviceOrientationFreeCamera));
  107476. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107477. })(BABYLON || (BABYLON = {}));
  107478. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107479. var BABYLON;
  107480. (function (BABYLON) {
  107481. var VRExperienceHelperGazer = /** @class */ (function () {
  107482. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107483. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107484. this.scene = scene;
  107485. /** @hidden */
  107486. this._pointerDownOnMeshAsked = false;
  107487. /** @hidden */
  107488. this._isActionableMesh = false;
  107489. /** @hidden */
  107490. this._teleportationRequestInitiated = false;
  107491. /** @hidden */
  107492. this._teleportationBackRequestInitiated = false;
  107493. /** @hidden */
  107494. this._rotationRightAsked = false;
  107495. /** @hidden */
  107496. this._rotationLeftAsked = false;
  107497. /** @hidden */
  107498. this._dpadPressed = true;
  107499. /** @hidden */
  107500. this._activePointer = false;
  107501. this._id = VRExperienceHelperGazer._idCounter++;
  107502. // Gaze tracker
  107503. if (!gazeTrackerToClone) {
  107504. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107505. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107506. this._gazeTracker.isPickable = false;
  107507. this._gazeTracker.isVisible = false;
  107508. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107509. targetMat.specularColor = BABYLON.Color3.Black();
  107510. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107511. targetMat.backFaceCulling = false;
  107512. this._gazeTracker.material = targetMat;
  107513. }
  107514. else {
  107515. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107516. }
  107517. }
  107518. /** @hidden */
  107519. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107520. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107521. };
  107522. /** @hidden */
  107523. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107524. this._pointerDownOnMeshAsked = true;
  107525. if (this._currentHit) {
  107526. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107527. }
  107528. };
  107529. /** @hidden */
  107530. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107531. if (this._currentHit) {
  107532. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107533. }
  107534. this._pointerDownOnMeshAsked = false;
  107535. };
  107536. /** @hidden */
  107537. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107538. this._activePointer = true;
  107539. };
  107540. /** @hidden */
  107541. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107542. this._activePointer = false;
  107543. };
  107544. /** @hidden */
  107545. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107546. if (distance === void 0) { distance = 100; }
  107547. };
  107548. VRExperienceHelperGazer.prototype.dispose = function () {
  107549. this._interactionsEnabled = false;
  107550. this._teleportationEnabled = false;
  107551. if (this._gazeTracker) {
  107552. this._gazeTracker.dispose();
  107553. }
  107554. };
  107555. VRExperienceHelperGazer._idCounter = 0;
  107556. return VRExperienceHelperGazer;
  107557. }());
  107558. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107559. __extends(VRExperienceHelperControllerGazer, _super);
  107560. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107561. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107562. _this.webVRController = webVRController;
  107563. // Laser pointer
  107564. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107565. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107566. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107567. laserPointerMaterial.alpha = 0.6;
  107568. _this._laserPointer.material = laserPointerMaterial;
  107569. _this._laserPointer.rotation.x = Math.PI / 2;
  107570. _this._laserPointer.position.z = -0.5;
  107571. _this._laserPointer.isVisible = false;
  107572. _this._laserPointer.isPickable = false;
  107573. if (!webVRController.mesh) {
  107574. // Create an empty mesh that is used prior to loading the high quality model
  107575. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107576. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107577. preloadPointerPose.rotation.x = -0.7;
  107578. preloadMesh.addChild(preloadPointerPose);
  107579. webVRController.attachToMesh(preloadMesh);
  107580. }
  107581. _this._setLaserPointerParent(webVRController.mesh);
  107582. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107583. _this._setLaserPointerParent(mesh);
  107584. });
  107585. return _this;
  107586. }
  107587. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107588. return this.webVRController.getForwardRay(length);
  107589. };
  107590. /** @hidden */
  107591. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107592. _super.prototype._activatePointer.call(this);
  107593. this._laserPointer.isVisible = true;
  107594. };
  107595. /** @hidden */
  107596. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107597. _super.prototype._deactivatePointer.call(this);
  107598. this._laserPointer.isVisible = false;
  107599. };
  107600. /** @hidden */
  107601. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107602. this._laserPointer.material.emissiveColor = color;
  107603. };
  107604. /** @hidden */
  107605. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107606. var makeNotPick = function (root) {
  107607. root.isPickable = false;
  107608. root.getChildMeshes().forEach(function (c) {
  107609. makeNotPick(c);
  107610. });
  107611. };
  107612. makeNotPick(mesh);
  107613. var meshChildren = mesh.getChildren(undefined, false);
  107614. var laserParent = mesh;
  107615. this.webVRController._pointingPoseNode = null;
  107616. for (var i = 0; i < meshChildren.length; i++) {
  107617. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107618. laserParent = meshChildren[i];
  107619. this.webVRController._pointingPoseNode = laserParent;
  107620. break;
  107621. }
  107622. }
  107623. this._laserPointer.parent = laserParent;
  107624. };
  107625. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107626. if (distance === void 0) { distance = 100; }
  107627. this._laserPointer.scaling.y = distance;
  107628. this._laserPointer.position.z = -distance / 2;
  107629. };
  107630. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107631. _super.prototype.dispose.call(this);
  107632. this._laserPointer.dispose();
  107633. if (this._meshAttachedObserver) {
  107634. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107635. }
  107636. };
  107637. return VRExperienceHelperControllerGazer;
  107638. }(VRExperienceHelperGazer));
  107639. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107640. __extends(VRExperienceHelperCameraGazer, _super);
  107641. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107642. var _this = _super.call(this, scene) || this;
  107643. _this.getCamera = getCamera;
  107644. return _this;
  107645. }
  107646. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107647. var camera = this.getCamera();
  107648. if (camera) {
  107649. return camera.getForwardRay(length);
  107650. }
  107651. else {
  107652. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107653. }
  107654. };
  107655. return VRExperienceHelperCameraGazer;
  107656. }(VRExperienceHelperGazer));
  107657. /**
  107658. * Helps to quickly add VR support to an existing scene.
  107659. * See http://doc.babylonjs.com/how_to/webvr_helper
  107660. */
  107661. var VRExperienceHelper = /** @class */ (function () {
  107662. /**
  107663. * Instantiates a VRExperienceHelper.
  107664. * Helps to quickly add VR support to an existing scene.
  107665. * @param scene The scene the VRExperienceHelper belongs to.
  107666. * @param webVROptions Options to modify the vr experience helper's behavior.
  107667. */
  107668. function VRExperienceHelper(scene,
  107669. /** Options to modify the vr experience helper's behavior. */
  107670. webVROptions) {
  107671. if (webVROptions === void 0) { webVROptions = {}; }
  107672. var _this = this;
  107673. this.webVROptions = webVROptions;
  107674. // Can the system support WebVR, even if a headset isn't plugged in?
  107675. this._webVRsupported = false;
  107676. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107677. this._webVRready = false;
  107678. // Are we waiting for the requestPresent callback to complete?
  107679. this._webVRrequesting = false;
  107680. // Are we presenting to the headset right now? (this is the vrDevice state)
  107681. this._webVRpresenting = false;
  107682. // Are we presenting in the fullscreen fallback?
  107683. this._fullscreenVRpresenting = false;
  107684. /**
  107685. * Observable raised when entering VR.
  107686. */
  107687. this.onEnteringVRObservable = new BABYLON.Observable();
  107688. /**
  107689. * Observable raised when exiting VR.
  107690. */
  107691. this.onExitingVRObservable = new BABYLON.Observable();
  107692. /**
  107693. * Observable raised when controller mesh is loaded.
  107694. */
  107695. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107696. this._useCustomVRButton = false;
  107697. this._teleportationRequested = false;
  107698. this._teleportActive = false;
  107699. this._floorMeshesCollection = [];
  107700. this._rotationAllowed = true;
  107701. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107702. this._isDefaultTeleportationTarget = true;
  107703. this._teleportationFillColor = "#444444";
  107704. this._teleportationBorderColor = "#FFFFFF";
  107705. this._rotationAngle = 0;
  107706. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107707. this._padSensibilityUp = 0.65;
  107708. this._padSensibilityDown = 0.35;
  107709. this._leftController = null;
  107710. this._rightController = null;
  107711. /**
  107712. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107713. */
  107714. this.onNewMeshSelected = new BABYLON.Observable();
  107715. /**
  107716. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107717. */
  107718. this.onNewMeshPicked = new BABYLON.Observable();
  107719. /**
  107720. * Observable raised before camera teleportation
  107721. */
  107722. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107723. /**
  107724. * Observable raised after camera teleportation
  107725. */
  107726. this.onAfterCameraTeleport = new BABYLON.Observable();
  107727. /**
  107728. * Observable raised when current selected mesh gets unselected
  107729. */
  107730. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107731. /**
  107732. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107733. */
  107734. this.teleportationEnabled = true;
  107735. this._teleportationInitialized = false;
  107736. this._interactionsEnabled = false;
  107737. this._interactionsRequested = false;
  107738. this._displayGaze = true;
  107739. this._displayLaserPointer = true;
  107740. /**
  107741. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107742. */
  107743. this.updateGazeTrackerScale = true;
  107744. this._onResize = function () {
  107745. _this.moveButtonToBottomRight();
  107746. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107747. _this.exitVR();
  107748. }
  107749. };
  107750. this._onFullscreenChange = function () {
  107751. if (document.fullscreen !== undefined) {
  107752. _this._fullscreenVRpresenting = document.fullscreen;
  107753. }
  107754. else if (document.mozFullScreen !== undefined) {
  107755. _this._fullscreenVRpresenting = document.mozFullScreen;
  107756. }
  107757. else if (document.webkitIsFullScreen !== undefined) {
  107758. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107759. }
  107760. else if (document.msIsFullScreen !== undefined) {
  107761. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107762. }
  107763. else if (document.msFullscreenElement !== undefined) {
  107764. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107765. }
  107766. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107767. _this.exitVR();
  107768. if (!_this._useCustomVRButton) {
  107769. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107770. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107771. }
  107772. }
  107773. };
  107774. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107775. this.beforeRender = function () {
  107776. if (_this._leftController && _this._leftController._activePointer) {
  107777. _this._castRayAndSelectObject(_this._leftController);
  107778. }
  107779. if (_this._rightController && _this._rightController._activePointer) {
  107780. _this._castRayAndSelectObject(_this._rightController);
  107781. }
  107782. if (_this._noControllerIsActive) {
  107783. _this._castRayAndSelectObject(_this._cameraGazer);
  107784. }
  107785. else {
  107786. _this._cameraGazer._gazeTracker.isVisible = false;
  107787. }
  107788. };
  107789. this._onNewGamepadConnected = function (gamepad) {
  107790. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107791. if (gamepad.leftStick) {
  107792. gamepad.onleftstickchanged(function (stickValues) {
  107793. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107794. // Listening to classic/xbox gamepad only if no VR controller is active
  107795. if ((!_this._leftController && !_this._rightController) ||
  107796. ((_this._leftController && !_this._leftController._activePointer) &&
  107797. (_this._rightController && !_this._rightController._activePointer))) {
  107798. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107799. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107800. }
  107801. }
  107802. });
  107803. }
  107804. if (gamepad.rightStick) {
  107805. gamepad.onrightstickchanged(function (stickValues) {
  107806. if (_this._teleportationInitialized) {
  107807. _this._checkRotate(stickValues, _this._cameraGazer);
  107808. }
  107809. });
  107810. }
  107811. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107812. gamepad.onbuttondown(function (buttonPressed) {
  107813. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107814. _this._cameraGazer._selectionPointerDown();
  107815. }
  107816. });
  107817. gamepad.onbuttonup(function (buttonPressed) {
  107818. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107819. _this._cameraGazer._selectionPointerUp();
  107820. }
  107821. });
  107822. }
  107823. }
  107824. else {
  107825. var webVRController = gamepad;
  107826. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107827. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107828. _this._rightController = controller;
  107829. }
  107830. else {
  107831. _this._leftController = controller;
  107832. }
  107833. _this._tryEnableInteractionOnController(controller);
  107834. }
  107835. };
  107836. // 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
  107837. this._tryEnableInteractionOnController = function (controller) {
  107838. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107839. _this._enableInteractionOnController(controller);
  107840. }
  107841. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107842. _this._enableTeleportationOnController(controller);
  107843. }
  107844. };
  107845. this._onNewGamepadDisconnected = function (gamepad) {
  107846. if (gamepad instanceof BABYLON.WebVRController) {
  107847. if (gamepad.hand === "left" && _this._leftController != null) {
  107848. _this._leftController.dispose();
  107849. _this._leftController = null;
  107850. }
  107851. if (gamepad.hand === "right" && _this._rightController != null) {
  107852. _this._rightController.dispose();
  107853. _this._rightController = null;
  107854. }
  107855. }
  107856. };
  107857. this._workingVector = BABYLON.Vector3.Zero();
  107858. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107859. this._workingMatrix = BABYLON.Matrix.Identity();
  107860. this._scene = scene;
  107861. this._canvas = scene.getEngine().getRenderingCanvas();
  107862. // Parse options
  107863. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107864. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107865. }
  107866. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107867. webVROptions.createDeviceOrientationCamera = true;
  107868. }
  107869. if (webVROptions.laserToggle === undefined) {
  107870. webVROptions.laserToggle = true;
  107871. }
  107872. if (webVROptions.defaultHeight === undefined) {
  107873. webVROptions.defaultHeight = 1.7;
  107874. }
  107875. if (webVROptions.useCustomVRButton) {
  107876. this._useCustomVRButton = true;
  107877. if (webVROptions.customVRButton) {
  107878. this._btnVR = webVROptions.customVRButton;
  107879. }
  107880. }
  107881. if (webVROptions.rayLength) {
  107882. this._rayLength = webVROptions.rayLength;
  107883. }
  107884. this._defaultHeight = webVROptions.defaultHeight;
  107885. if (webVROptions.positionScale) {
  107886. this._rayLength *= webVROptions.positionScale;
  107887. this._defaultHeight *= webVROptions.positionScale;
  107888. }
  107889. this._hasEnteredVR = false;
  107890. // Set position
  107891. if (this._scene.activeCamera) {
  107892. this._position = this._scene.activeCamera.position.clone();
  107893. }
  107894. else {
  107895. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107896. }
  107897. // Set non-vr camera
  107898. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107899. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107900. // Copy data from existing camera
  107901. if (this._scene.activeCamera) {
  107902. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107903. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107904. // Set rotation from previous camera
  107905. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107906. var targetCamera = this._scene.activeCamera;
  107907. if (targetCamera.rotationQuaternion) {
  107908. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107909. }
  107910. else {
  107911. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107912. }
  107913. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  107914. }
  107915. }
  107916. this._scene.activeCamera = this._deviceOrientationCamera;
  107917. if (this._canvas) {
  107918. this._scene.activeCamera.attachControl(this._canvas);
  107919. }
  107920. }
  107921. else {
  107922. this._existingCamera = this._scene.activeCamera;
  107923. }
  107924. // Create VR cameras
  107925. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107926. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  107927. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107928. }
  107929. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  107930. this._webVRCamera.useStandingMatrix();
  107931. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  107932. // Create default button
  107933. if (!this._useCustomVRButton) {
  107934. this._btnVR = document.createElement("BUTTON");
  107935. this._btnVR.className = "babylonVRicon";
  107936. this._btnVR.id = "babylonVRiconbtn";
  107937. this._btnVR.title = "Click to switch to VR";
  107938. 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) }";
  107939. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107940. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107941. // css += ".babylonVRicon.vrdisplaysupported { }";
  107942. // css += ".babylonVRicon.vrdisplayready { }";
  107943. // css += ".babylonVRicon.vrdisplayrequesting { }";
  107944. var style = document.createElement('style');
  107945. style.appendChild(document.createTextNode(css));
  107946. document.getElementsByTagName('head')[0].appendChild(style);
  107947. this.moveButtonToBottomRight();
  107948. }
  107949. // VR button click event
  107950. if (this._btnVR) {
  107951. this._btnVR.addEventListener("click", function () {
  107952. if (!_this.isInVRMode) {
  107953. _this.enterVR();
  107954. }
  107955. else {
  107956. _this.exitVR();
  107957. }
  107958. });
  107959. }
  107960. // Window events
  107961. window.addEventListener("resize", this._onResize);
  107962. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  107963. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  107964. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  107965. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  107966. document.onmsfullscreenchange = this._onFullscreenChange;
  107967. // Display vr button when headset is connected
  107968. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107969. this.displayVRButton();
  107970. }
  107971. else {
  107972. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  107973. if (e.vrDisplay) {
  107974. _this.displayVRButton();
  107975. }
  107976. });
  107977. }
  107978. // Exiting VR mode using 'ESC' key on desktop
  107979. this._onKeyDown = function (event) {
  107980. if (event.keyCode === 27 && _this.isInVRMode) {
  107981. _this.exitVR();
  107982. }
  107983. };
  107984. document.addEventListener("keydown", this._onKeyDown);
  107985. // Exiting VR mode double tapping the touch screen
  107986. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  107987. if (_this.isInVRMode) {
  107988. _this.exitVR();
  107989. if (_this._fullscreenVRpresenting) {
  107990. _this._scene.getEngine().switchFullscreen(true);
  107991. }
  107992. }
  107993. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  107994. // Listen for WebVR display changes
  107995. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  107996. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  107997. this._onVRRequestPresentStart = function () {
  107998. _this._webVRrequesting = true;
  107999. _this.updateButtonVisibility();
  108000. };
  108001. this._onVRRequestPresentComplete = function (success) {
  108002. _this._webVRrequesting = false;
  108003. _this.updateButtonVisibility();
  108004. };
  108005. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108006. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108007. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108008. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108009. scene.onDisposeObservable.add(function () {
  108010. _this.dispose();
  108011. });
  108012. // Gamepad connection events
  108013. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108014. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108015. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108016. this.updateButtonVisibility();
  108017. //create easing functions
  108018. this._circleEase = new BABYLON.CircleEase();
  108019. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108020. if (this.webVROptions.floorMeshes) {
  108021. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108022. }
  108023. }
  108024. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108025. /** Return this.onEnteringVRObservable
  108026. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108027. */
  108028. get: function () {
  108029. return this.onEnteringVRObservable;
  108030. },
  108031. enumerable: true,
  108032. configurable: true
  108033. });
  108034. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108035. /** Return this.onExitingVRObservable
  108036. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108037. */
  108038. get: function () {
  108039. return this.onExitingVRObservable;
  108040. },
  108041. enumerable: true,
  108042. configurable: true
  108043. });
  108044. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108045. /** Return this.onControllerMeshLoadedObservable
  108046. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108047. */
  108048. get: function () {
  108049. return this.onControllerMeshLoadedObservable;
  108050. },
  108051. enumerable: true,
  108052. configurable: true
  108053. });
  108054. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108055. /**
  108056. * The mesh used to display where the user is going to teleport.
  108057. */
  108058. get: function () {
  108059. return this._teleportationTarget;
  108060. },
  108061. /**
  108062. * Sets the mesh to be used to display where the user is going to teleport.
  108063. */
  108064. set: function (value) {
  108065. if (value) {
  108066. value.name = "teleportationTarget";
  108067. this._isDefaultTeleportationTarget = false;
  108068. this._teleportationTarget = value;
  108069. }
  108070. },
  108071. enumerable: true,
  108072. configurable: true
  108073. });
  108074. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108075. /**
  108076. * 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
  108077. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108078. * See http://doc.babylonjs.com/resources/baking_transformations
  108079. */
  108080. get: function () {
  108081. return this._cameraGazer._gazeTracker;
  108082. },
  108083. set: function (value) {
  108084. if (value) {
  108085. // Dispose of existing meshes
  108086. if (this._cameraGazer._gazeTracker) {
  108087. this._cameraGazer._gazeTracker.dispose();
  108088. }
  108089. if (this._leftController && this._leftController._gazeTracker) {
  108090. this._leftController._gazeTracker.dispose();
  108091. }
  108092. if (this._rightController && this._rightController._gazeTracker) {
  108093. this._rightController._gazeTracker.dispose();
  108094. }
  108095. // Set and create gaze trackers on head and controllers
  108096. this._cameraGazer._gazeTracker = value;
  108097. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108098. this._cameraGazer._gazeTracker.isPickable = false;
  108099. this._cameraGazer._gazeTracker.isVisible = false;
  108100. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108101. if (this._leftController) {
  108102. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108103. }
  108104. if (this._rightController) {
  108105. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108106. }
  108107. }
  108108. },
  108109. enumerable: true,
  108110. configurable: true
  108111. });
  108112. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108113. /**
  108114. * The gaze tracking mesh corresponding to the left controller
  108115. */
  108116. get: function () {
  108117. if (this._leftController) {
  108118. return this._leftController._gazeTracker;
  108119. }
  108120. return null;
  108121. },
  108122. enumerable: true,
  108123. configurable: true
  108124. });
  108125. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108126. /**
  108127. * The gaze tracking mesh corresponding to the right controller
  108128. */
  108129. get: function () {
  108130. if (this._rightController) {
  108131. return this._rightController._gazeTracker;
  108132. }
  108133. return null;
  108134. },
  108135. enumerable: true,
  108136. configurable: true
  108137. });
  108138. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108139. /**
  108140. * If the ray of the gaze should be displayed.
  108141. */
  108142. get: function () {
  108143. return this._displayGaze;
  108144. },
  108145. /**
  108146. * Sets if the ray of the gaze should be displayed.
  108147. */
  108148. set: function (value) {
  108149. this._displayGaze = value;
  108150. if (!value) {
  108151. this._cameraGazer._gazeTracker.isVisible = false;
  108152. if (this._leftController) {
  108153. this._leftController._gazeTracker.isVisible = false;
  108154. }
  108155. if (this._rightController) {
  108156. this._rightController._gazeTracker.isVisible = false;
  108157. }
  108158. }
  108159. },
  108160. enumerable: true,
  108161. configurable: true
  108162. });
  108163. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108164. /**
  108165. * If the ray of the LaserPointer should be displayed.
  108166. */
  108167. get: function () {
  108168. return this._displayLaserPointer;
  108169. },
  108170. /**
  108171. * Sets if the ray of the LaserPointer should be displayed.
  108172. */
  108173. set: function (value) {
  108174. this._displayLaserPointer = value;
  108175. if (!value) {
  108176. if (this._rightController) {
  108177. this._rightController._deactivatePointer();
  108178. this._rightController._gazeTracker.isVisible = false;
  108179. }
  108180. if (this._leftController) {
  108181. this._leftController._deactivatePointer();
  108182. this._leftController._gazeTracker.isVisible = false;
  108183. }
  108184. }
  108185. else {
  108186. if (this._rightController) {
  108187. this._rightController._activatePointer();
  108188. }
  108189. if (this._leftController) {
  108190. this._leftController._activatePointer();
  108191. }
  108192. }
  108193. },
  108194. enumerable: true,
  108195. configurable: true
  108196. });
  108197. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108198. /**
  108199. * The deviceOrientationCamera used as the camera when not in VR.
  108200. */
  108201. get: function () {
  108202. return this._deviceOrientationCamera;
  108203. },
  108204. enumerable: true,
  108205. configurable: true
  108206. });
  108207. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108208. /**
  108209. * Based on the current WebVR support, returns the current VR camera used.
  108210. */
  108211. get: function () {
  108212. if (this._webVRready) {
  108213. return this._webVRCamera;
  108214. }
  108215. else {
  108216. return this._scene.activeCamera;
  108217. }
  108218. },
  108219. enumerable: true,
  108220. configurable: true
  108221. });
  108222. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108223. /**
  108224. * The webVRCamera which is used when in VR.
  108225. */
  108226. get: function () {
  108227. return this._webVRCamera;
  108228. },
  108229. enumerable: true,
  108230. configurable: true
  108231. });
  108232. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108233. /**
  108234. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108235. */
  108236. get: function () {
  108237. return this._vrDeviceOrientationCamera;
  108238. },
  108239. enumerable: true,
  108240. configurable: true
  108241. });
  108242. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108243. get: function () {
  108244. var result = this._cameraGazer._teleportationRequestInitiated
  108245. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108246. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108247. return result;
  108248. },
  108249. enumerable: true,
  108250. configurable: true
  108251. });
  108252. // Raised when one of the controller has loaded successfully its associated default mesh
  108253. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108254. if (this._leftController && this._leftController.webVRController == webVRController) {
  108255. if (webVRController.mesh) {
  108256. this._leftController._setLaserPointerParent(webVRController.mesh);
  108257. }
  108258. }
  108259. if (this._rightController && this._rightController.webVRController == webVRController) {
  108260. if (webVRController.mesh) {
  108261. this._rightController._setLaserPointerParent(webVRController.mesh);
  108262. }
  108263. }
  108264. try {
  108265. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108266. }
  108267. catch (err) {
  108268. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108269. }
  108270. };
  108271. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108272. /**
  108273. * Gets a value indicating if we are currently in VR mode.
  108274. */
  108275. get: function () {
  108276. return this._webVRpresenting || this._fullscreenVRpresenting;
  108277. },
  108278. enumerable: true,
  108279. configurable: true
  108280. });
  108281. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108282. var vrDisplay = this._scene.getEngine().getVRDevice();
  108283. if (vrDisplay) {
  108284. var wasPresenting = this._webVRpresenting;
  108285. this._webVRpresenting = vrDisplay.isPresenting;
  108286. if (wasPresenting && !this._webVRpresenting) {
  108287. this.exitVR();
  108288. }
  108289. }
  108290. else {
  108291. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108292. }
  108293. this.updateButtonVisibility();
  108294. };
  108295. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108296. this._webVRsupported = eventArgs.vrSupported;
  108297. this._webVRready = !!eventArgs.vrDisplay;
  108298. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108299. this.updateButtonVisibility();
  108300. };
  108301. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108302. if (this._canvas && !this._useCustomVRButton) {
  108303. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108304. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108305. }
  108306. };
  108307. VRExperienceHelper.prototype.displayVRButton = function () {
  108308. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108309. document.body.appendChild(this._btnVR);
  108310. this._btnVRDisplayed = true;
  108311. }
  108312. };
  108313. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108314. if (!this._btnVR || this._useCustomVRButton) {
  108315. return;
  108316. }
  108317. this._btnVR.className = "babylonVRicon";
  108318. if (this.isInVRMode) {
  108319. this._btnVR.className += " vrdisplaypresenting";
  108320. }
  108321. else {
  108322. if (this._webVRready) {
  108323. this._btnVR.className += " vrdisplayready";
  108324. }
  108325. if (this._webVRsupported) {
  108326. this._btnVR.className += " vrdisplaysupported";
  108327. }
  108328. if (this._webVRrequesting) {
  108329. this._btnVR.className += " vrdisplayrequesting";
  108330. }
  108331. }
  108332. };
  108333. /**
  108334. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108335. * Otherwise, will use the fullscreen API.
  108336. */
  108337. VRExperienceHelper.prototype.enterVR = function () {
  108338. if (this.onEnteringVRObservable) {
  108339. try {
  108340. this.onEnteringVRObservable.notifyObservers(this);
  108341. }
  108342. catch (err) {
  108343. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108344. }
  108345. }
  108346. if (this._scene.activeCamera) {
  108347. this._position = this._scene.activeCamera.position.clone();
  108348. if (this.vrDeviceOrientationCamera) {
  108349. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108350. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108351. }
  108352. if (this.webVRCamera) {
  108353. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108354. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108355. var delta = desiredYRotation - currentYRotation;
  108356. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108357. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108358. }
  108359. // make sure that we return to the last active camera
  108360. this._existingCamera = this._scene.activeCamera;
  108361. // Remove and cache angular sensability to avoid camera rotation when in VR
  108362. if (this._existingCamera.angularSensibilityX) {
  108363. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108364. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108365. }
  108366. if (this._existingCamera.angularSensibilityY) {
  108367. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108368. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108369. }
  108370. if (this._existingCamera.angularSensibility) {
  108371. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108372. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108373. }
  108374. }
  108375. if (this._webVRrequesting) {
  108376. return;
  108377. }
  108378. // If WebVR is supported and a headset is connected
  108379. if (this._webVRready) {
  108380. if (!this._webVRpresenting) {
  108381. this._webVRCamera.position = this._position;
  108382. this._scene.activeCamera = this._webVRCamera;
  108383. }
  108384. }
  108385. else if (this._vrDeviceOrientationCamera) {
  108386. this._vrDeviceOrientationCamera.position = this._position;
  108387. if (this._scene.activeCamera) {
  108388. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108389. }
  108390. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108391. this._scene.getEngine().switchFullscreen(true);
  108392. this.updateButtonVisibility();
  108393. }
  108394. if (this._scene.activeCamera && this._canvas) {
  108395. this._scene.activeCamera.attachControl(this._canvas);
  108396. }
  108397. if (this._interactionsEnabled) {
  108398. this._scene.registerBeforeRender(this.beforeRender);
  108399. }
  108400. this._hasEnteredVR = true;
  108401. };
  108402. /**
  108403. * Attempt to exit VR, or fullscreen.
  108404. */
  108405. VRExperienceHelper.prototype.exitVR = function () {
  108406. if (this._hasEnteredVR) {
  108407. if (this.onExitingVRObservable) {
  108408. try {
  108409. this.onExitingVRObservable.notifyObservers(this);
  108410. }
  108411. catch (err) {
  108412. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108413. }
  108414. }
  108415. if (this._webVRpresenting) {
  108416. this._scene.getEngine().disableVR();
  108417. }
  108418. if (this._scene.activeCamera) {
  108419. this._position = this._scene.activeCamera.position.clone();
  108420. }
  108421. if (this.vrDeviceOrientationCamera) {
  108422. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108423. }
  108424. if (this._deviceOrientationCamera) {
  108425. this._deviceOrientationCamera.position = this._position;
  108426. this._scene.activeCamera = this._deviceOrientationCamera;
  108427. if (this._canvas) {
  108428. this._scene.activeCamera.attachControl(this._canvas);
  108429. }
  108430. // Restore angular sensibility
  108431. if (this._cachedAngularSensibility.angularSensibilityX) {
  108432. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108433. this._cachedAngularSensibility.angularSensibilityX = null;
  108434. }
  108435. if (this._cachedAngularSensibility.angularSensibilityY) {
  108436. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108437. this._cachedAngularSensibility.angularSensibilityY = null;
  108438. }
  108439. if (this._cachedAngularSensibility.angularSensibility) {
  108440. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108441. this._cachedAngularSensibility.angularSensibility = null;
  108442. }
  108443. }
  108444. else if (this._existingCamera) {
  108445. this._existingCamera.position = this._position;
  108446. this._scene.activeCamera = this._existingCamera;
  108447. // Restore angular sensibility
  108448. if (this._cachedAngularSensibility.angularSensibilityX) {
  108449. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108450. this._cachedAngularSensibility.angularSensibilityX = null;
  108451. }
  108452. if (this._cachedAngularSensibility.angularSensibilityY) {
  108453. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108454. this._cachedAngularSensibility.angularSensibilityY = null;
  108455. }
  108456. if (this._cachedAngularSensibility.angularSensibility) {
  108457. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108458. this._cachedAngularSensibility.angularSensibility = null;
  108459. }
  108460. }
  108461. this.updateButtonVisibility();
  108462. if (this._interactionsEnabled) {
  108463. this._scene.unregisterBeforeRender(this.beforeRender);
  108464. this._cameraGazer._gazeTracker.isVisible = false;
  108465. if (this._leftController) {
  108466. this._leftController._gazeTracker.isVisible = false;
  108467. }
  108468. if (this._rightController) {
  108469. this._rightController._gazeTracker.isVisible = false;
  108470. }
  108471. }
  108472. // resize to update width and height when exiting vr exits fullscreen
  108473. this._scene.getEngine().resize();
  108474. this._hasEnteredVR = false;
  108475. }
  108476. };
  108477. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108478. /**
  108479. * The position of the vr experience helper.
  108480. */
  108481. get: function () {
  108482. return this._position;
  108483. },
  108484. /**
  108485. * Sets the position of the vr experience helper.
  108486. */
  108487. set: function (value) {
  108488. this._position = value;
  108489. if (this._scene.activeCamera) {
  108490. this._scene.activeCamera.position = value;
  108491. }
  108492. },
  108493. enumerable: true,
  108494. configurable: true
  108495. });
  108496. /**
  108497. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108498. */
  108499. VRExperienceHelper.prototype.enableInteractions = function () {
  108500. var _this = this;
  108501. if (!this._interactionsEnabled) {
  108502. this._interactionsRequested = true;
  108503. if (this._leftController) {
  108504. this._enableInteractionOnController(this._leftController);
  108505. }
  108506. if (this._rightController) {
  108507. this._enableInteractionOnController(this._rightController);
  108508. }
  108509. this.raySelectionPredicate = function (mesh) {
  108510. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108511. };
  108512. this.meshSelectionPredicate = function (mesh) {
  108513. return true;
  108514. };
  108515. this._raySelectionPredicate = function (mesh) {
  108516. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108517. && mesh.name.indexOf("teleportationTarget") === -1
  108518. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108519. return _this.raySelectionPredicate(mesh);
  108520. }
  108521. return false;
  108522. };
  108523. this._interactionsEnabled = true;
  108524. }
  108525. };
  108526. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108527. get: function () {
  108528. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108529. },
  108530. enumerable: true,
  108531. configurable: true
  108532. });
  108533. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108534. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108535. if (this._floorMeshesCollection[i].id === mesh.id) {
  108536. return true;
  108537. }
  108538. }
  108539. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108540. return true;
  108541. }
  108542. return false;
  108543. };
  108544. /**
  108545. * Adds a floor mesh to be used for teleportation.
  108546. * @param floorMesh the mesh to be used for teleportation.
  108547. */
  108548. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108549. if (!this._floorMeshesCollection) {
  108550. return;
  108551. }
  108552. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108553. return;
  108554. }
  108555. this._floorMeshesCollection.push(floorMesh);
  108556. };
  108557. /**
  108558. * Removes a floor mesh from being used for teleportation.
  108559. * @param floorMesh the mesh to be removed.
  108560. */
  108561. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108562. if (!this._floorMeshesCollection) {
  108563. return;
  108564. }
  108565. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108566. if (meshIndex !== -1) {
  108567. this._floorMeshesCollection.splice(meshIndex, 1);
  108568. }
  108569. };
  108570. /**
  108571. * Enables interactions and teleportation using the VR controllers and gaze.
  108572. * @param vrTeleportationOptions options to modify teleportation behavior.
  108573. */
  108574. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108575. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108576. if (!this._teleportationInitialized) {
  108577. this._teleportationRequested = true;
  108578. this.enableInteractions();
  108579. if (vrTeleportationOptions.floorMeshName) {
  108580. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108581. }
  108582. if (vrTeleportationOptions.floorMeshes) {
  108583. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108584. }
  108585. if (this._leftController != null) {
  108586. this._enableTeleportationOnController(this._leftController);
  108587. }
  108588. if (this._rightController != null) {
  108589. this._enableTeleportationOnController(this._rightController);
  108590. }
  108591. // Creates an image processing post process for the vignette not relying
  108592. // on the main scene configuration for image processing to reduce setup and spaces
  108593. // (gamma/linear) conflicts.
  108594. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108595. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108596. imageProcessingConfiguration.vignetteEnabled = true;
  108597. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108598. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108599. this._teleportationInitialized = true;
  108600. if (this._isDefaultTeleportationTarget) {
  108601. this._createTeleportationCircles();
  108602. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108603. }
  108604. }
  108605. };
  108606. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108607. var _this = this;
  108608. var controllerMesh = controller.webVRController.mesh;
  108609. if (controllerMesh) {
  108610. controller._interactionsEnabled = true;
  108611. controller._activatePointer();
  108612. if (this.webVROptions.laserToggle) {
  108613. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108614. // Enabling / disabling laserPointer
  108615. if (_this._displayLaserPointer && stateObject.value === 1) {
  108616. if (controller._activePointer) {
  108617. controller._deactivatePointer();
  108618. }
  108619. else {
  108620. controller._activatePointer();
  108621. }
  108622. if (_this.displayGaze) {
  108623. controller._gazeTracker.isVisible = controller._activePointer;
  108624. }
  108625. }
  108626. });
  108627. }
  108628. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108629. var gazer = controller;
  108630. if (_this._noControllerIsActive) {
  108631. gazer = _this._cameraGazer;
  108632. }
  108633. if (!gazer._pointerDownOnMeshAsked) {
  108634. if (stateObject.value > _this._padSensibilityUp) {
  108635. gazer._selectionPointerDown();
  108636. }
  108637. }
  108638. else if (stateObject.value < _this._padSensibilityDown) {
  108639. gazer._selectionPointerUp();
  108640. }
  108641. });
  108642. }
  108643. };
  108644. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108645. // Dont teleport if another gaze already requested teleportation
  108646. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108647. return;
  108648. }
  108649. if (!gazer._teleportationRequestInitiated) {
  108650. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108651. gazer._activatePointer();
  108652. gazer._teleportationRequestInitiated = true;
  108653. }
  108654. }
  108655. else {
  108656. // Listening to the proper controller values changes to confirm teleportation
  108657. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108658. if (this._teleportActive) {
  108659. this.teleportCamera(this._haloCenter);
  108660. }
  108661. gazer._teleportationRequestInitiated = false;
  108662. }
  108663. }
  108664. };
  108665. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108666. // Only rotate when user is not currently selecting a teleportation location
  108667. if (gazer._teleportationRequestInitiated) {
  108668. return;
  108669. }
  108670. if (!gazer._rotationLeftAsked) {
  108671. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108672. gazer._rotationLeftAsked = true;
  108673. if (this._rotationAllowed) {
  108674. this._rotateCamera(false);
  108675. }
  108676. }
  108677. }
  108678. else {
  108679. if (stateObject.x > -this._padSensibilityDown) {
  108680. gazer._rotationLeftAsked = false;
  108681. }
  108682. }
  108683. if (!gazer._rotationRightAsked) {
  108684. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108685. gazer._rotationRightAsked = true;
  108686. if (this._rotationAllowed) {
  108687. this._rotateCamera(true);
  108688. }
  108689. }
  108690. }
  108691. else {
  108692. if (stateObject.x < this._padSensibilityDown) {
  108693. gazer._rotationRightAsked = false;
  108694. }
  108695. }
  108696. };
  108697. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108698. // Only teleport backwards when user is not currently selecting a teleportation location
  108699. if (gazer._teleportationRequestInitiated) {
  108700. return;
  108701. }
  108702. // Teleport backwards
  108703. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108704. if (!gazer._teleportationBackRequestInitiated) {
  108705. if (!this.currentVRCamera) {
  108706. return;
  108707. }
  108708. // Get rotation and position of the current camera
  108709. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108710. var position = this.currentVRCamera.position;
  108711. // If the camera has device position, use that instead
  108712. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108713. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108714. position = this.currentVRCamera.devicePosition;
  108715. }
  108716. // Get matrix with only the y rotation of the device rotation
  108717. rotation.toEulerAnglesToRef(this._workingVector);
  108718. this._workingVector.z = 0;
  108719. this._workingVector.x = 0;
  108720. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108721. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108722. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108723. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108724. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108725. var ray = new BABYLON.Ray(position, this._workingVector);
  108726. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108727. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108728. this.teleportCamera(hit.pickedPoint);
  108729. }
  108730. gazer._teleportationBackRequestInitiated = true;
  108731. }
  108732. }
  108733. else {
  108734. gazer._teleportationBackRequestInitiated = false;
  108735. }
  108736. };
  108737. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108738. var _this = this;
  108739. var controllerMesh = controller.webVRController.mesh;
  108740. if (controllerMesh) {
  108741. if (!controller._interactionsEnabled) {
  108742. this._enableInteractionOnController(controller);
  108743. }
  108744. controller._interactionsEnabled = true;
  108745. controller._teleportationEnabled = true;
  108746. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108747. controller._dpadPressed = false;
  108748. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108749. controller._dpadPressed = stateObject.pressed;
  108750. if (!controller._dpadPressed) {
  108751. controller._rotationLeftAsked = false;
  108752. controller._rotationRightAsked = false;
  108753. controller._teleportationBackRequestInitiated = false;
  108754. }
  108755. });
  108756. }
  108757. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108758. if (_this.teleportationEnabled) {
  108759. _this._checkTeleportBackwards(stateObject, controller);
  108760. _this._checkTeleportWithRay(stateObject, controller);
  108761. }
  108762. _this._checkRotate(stateObject, controller);
  108763. });
  108764. }
  108765. };
  108766. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108767. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108768. this._teleportationTarget.isPickable = false;
  108769. var length = 512;
  108770. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108771. dynamicTexture.hasAlpha = true;
  108772. var context = dynamicTexture.getContext();
  108773. var centerX = length / 2;
  108774. var centerY = length / 2;
  108775. var radius = 200;
  108776. context.beginPath();
  108777. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108778. context.fillStyle = this._teleportationFillColor;
  108779. context.fill();
  108780. context.lineWidth = 10;
  108781. context.strokeStyle = this._teleportationBorderColor;
  108782. context.stroke();
  108783. context.closePath();
  108784. dynamicTexture.update();
  108785. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108786. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108787. this._teleportationTarget.material = teleportationCircleMaterial;
  108788. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108789. torus.isPickable = false;
  108790. torus.parent = this._teleportationTarget;
  108791. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108792. var keys = [];
  108793. keys.push({
  108794. frame: 0,
  108795. value: 0
  108796. });
  108797. keys.push({
  108798. frame: 30,
  108799. value: 0.4
  108800. });
  108801. keys.push({
  108802. frame: 60,
  108803. value: 0
  108804. });
  108805. animationInnerCircle.setKeys(keys);
  108806. var easingFunction = new BABYLON.SineEase();
  108807. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108808. animationInnerCircle.setEasingFunction(easingFunction);
  108809. torus.animations = [];
  108810. torus.animations.push(animationInnerCircle);
  108811. this._scene.beginAnimation(torus, 0, 60, true);
  108812. this._hideTeleportationTarget();
  108813. };
  108814. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108815. this._teleportActive = true;
  108816. if (this._teleportationInitialized) {
  108817. this._teleportationTarget.isVisible = true;
  108818. if (this._isDefaultTeleportationTarget) {
  108819. this._teleportationTarget.getChildren()[0].isVisible = true;
  108820. }
  108821. }
  108822. };
  108823. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108824. this._teleportActive = false;
  108825. if (this._teleportationInitialized) {
  108826. this._teleportationTarget.isVisible = false;
  108827. if (this._isDefaultTeleportationTarget) {
  108828. this._teleportationTarget.getChildren()[0].isVisible = false;
  108829. }
  108830. }
  108831. };
  108832. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108833. var _this = this;
  108834. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108835. return;
  108836. }
  108837. if (right) {
  108838. this._rotationAngle++;
  108839. }
  108840. else {
  108841. this._rotationAngle--;
  108842. }
  108843. this.currentVRCamera.animations = [];
  108844. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108845. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108846. var animationRotationKeys = [];
  108847. animationRotationKeys.push({
  108848. frame: 0,
  108849. value: this.currentVRCamera.rotationQuaternion
  108850. });
  108851. animationRotationKeys.push({
  108852. frame: 6,
  108853. value: target
  108854. });
  108855. animationRotation.setKeys(animationRotationKeys);
  108856. animationRotation.setEasingFunction(this._circleEase);
  108857. this.currentVRCamera.animations.push(animationRotation);
  108858. this._postProcessMove.animations = [];
  108859. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108860. var vignetteWeightKeys = [];
  108861. vignetteWeightKeys.push({
  108862. frame: 0,
  108863. value: 0
  108864. });
  108865. vignetteWeightKeys.push({
  108866. frame: 3,
  108867. value: 4
  108868. });
  108869. vignetteWeightKeys.push({
  108870. frame: 6,
  108871. value: 0
  108872. });
  108873. animationPP.setKeys(vignetteWeightKeys);
  108874. animationPP.setEasingFunction(this._circleEase);
  108875. this._postProcessMove.animations.push(animationPP);
  108876. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108877. var vignetteStretchKeys = [];
  108878. vignetteStretchKeys.push({
  108879. frame: 0,
  108880. value: 0
  108881. });
  108882. vignetteStretchKeys.push({
  108883. frame: 3,
  108884. value: 10
  108885. });
  108886. vignetteStretchKeys.push({
  108887. frame: 6,
  108888. value: 0
  108889. });
  108890. animationPP2.setKeys(vignetteStretchKeys);
  108891. animationPP2.setEasingFunction(this._circleEase);
  108892. this._postProcessMove.animations.push(animationPP2);
  108893. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108894. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108895. this._postProcessMove.samples = 4;
  108896. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108897. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108898. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108899. });
  108900. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  108901. };
  108902. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  108903. if (hit.pickedPoint) {
  108904. if (gazer._teleportationRequestInitiated) {
  108905. this._displayTeleportationTarget();
  108906. this._haloCenter.copyFrom(hit.pickedPoint);
  108907. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  108908. }
  108909. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  108910. if (pickNormal) {
  108911. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108912. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108913. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  108914. }
  108915. this._teleportationTarget.position.y += 0.1;
  108916. }
  108917. };
  108918. /**
  108919. * Teleports the users feet to the desired location
  108920. * @param location The location where the user's feet should be placed
  108921. */
  108922. VRExperienceHelper.prototype.teleportCamera = function (location) {
  108923. var _this = this;
  108924. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108925. return;
  108926. }
  108927. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  108928. // offset of the headset from the anchor.
  108929. if (this.webVRCamera.leftCamera) {
  108930. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  108931. this._workingVector.subtractInPlace(this.webVRCamera.position);
  108932. location.subtractToRef(this._workingVector, this._workingVector);
  108933. }
  108934. else {
  108935. this._workingVector.copyFrom(location);
  108936. }
  108937. // Add height to account for user's height offset
  108938. if (this.isInVRMode) {
  108939. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108940. }
  108941. else {
  108942. this._workingVector.y += this._defaultHeight;
  108943. }
  108944. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  108945. // Create animation from the camera's position to the new location
  108946. this.currentVRCamera.animations = [];
  108947. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108948. var animationCameraTeleportationKeys = [{
  108949. frame: 0,
  108950. value: this.currentVRCamera.position
  108951. },
  108952. {
  108953. frame: 11,
  108954. value: this._workingVector
  108955. }
  108956. ];
  108957. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  108958. animationCameraTeleportation.setEasingFunction(this._circleEase);
  108959. this.currentVRCamera.animations.push(animationCameraTeleportation);
  108960. this._postProcessMove.animations = [];
  108961. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108962. var vignetteWeightKeys = [];
  108963. vignetteWeightKeys.push({
  108964. frame: 0,
  108965. value: 0
  108966. });
  108967. vignetteWeightKeys.push({
  108968. frame: 5,
  108969. value: 8
  108970. });
  108971. vignetteWeightKeys.push({
  108972. frame: 11,
  108973. value: 0
  108974. });
  108975. animationPP.setKeys(vignetteWeightKeys);
  108976. this._postProcessMove.animations.push(animationPP);
  108977. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108978. var vignetteStretchKeys = [];
  108979. vignetteStretchKeys.push({
  108980. frame: 0,
  108981. value: 0
  108982. });
  108983. vignetteStretchKeys.push({
  108984. frame: 5,
  108985. value: 10
  108986. });
  108987. vignetteStretchKeys.push({
  108988. frame: 11,
  108989. value: 0
  108990. });
  108991. animationPP2.setKeys(vignetteStretchKeys);
  108992. this._postProcessMove.animations.push(animationPP2);
  108993. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108994. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108995. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108996. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  108997. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108998. });
  108999. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109000. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109001. });
  109002. this._hideTeleportationTarget();
  109003. };
  109004. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109005. if (normal) {
  109006. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109007. if (angle < Math.PI / 2) {
  109008. normal.scaleInPlace(-1);
  109009. }
  109010. }
  109011. return normal;
  109012. };
  109013. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109014. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109015. return;
  109016. }
  109017. var ray = gazer._getForwardRay(this._rayLength);
  109018. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109019. if (hit) {
  109020. // Populate the contrllers mesh that can be used for drag/drop
  109021. if (gazer._laserPointer) {
  109022. hit.originMesh = gazer._laserPointer.parent;
  109023. }
  109024. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109025. }
  109026. gazer._currentHit = hit;
  109027. // Moving the gazeTracker on the mesh face targetted
  109028. if (hit && hit.pickedPoint) {
  109029. if (this._displayGaze) {
  109030. var multiplier = 1;
  109031. gazer._gazeTracker.isVisible = true;
  109032. if (gazer._isActionableMesh) {
  109033. multiplier = 3;
  109034. }
  109035. if (this.updateGazeTrackerScale) {
  109036. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109037. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109038. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109039. }
  109040. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109041. // To avoid z-fighting
  109042. var deltaFighting = 0.002;
  109043. if (pickNormal) {
  109044. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109045. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109046. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109047. }
  109048. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109049. if (gazer._gazeTracker.position.x < 0) {
  109050. gazer._gazeTracker.position.x += deltaFighting;
  109051. }
  109052. else {
  109053. gazer._gazeTracker.position.x -= deltaFighting;
  109054. }
  109055. if (gazer._gazeTracker.position.y < 0) {
  109056. gazer._gazeTracker.position.y += deltaFighting;
  109057. }
  109058. else {
  109059. gazer._gazeTracker.position.y -= deltaFighting;
  109060. }
  109061. if (gazer._gazeTracker.position.z < 0) {
  109062. gazer._gazeTracker.position.z += deltaFighting;
  109063. }
  109064. else {
  109065. gazer._gazeTracker.position.z -= deltaFighting;
  109066. }
  109067. }
  109068. // Changing the size of the laser pointer based on the distance from the targetted point
  109069. gazer._updatePointerDistance(hit.distance);
  109070. }
  109071. else {
  109072. gazer._updatePointerDistance();
  109073. gazer._gazeTracker.isVisible = false;
  109074. }
  109075. if (hit && hit.pickedMesh) {
  109076. // The object selected is the floor, we're in a teleportation scenario
  109077. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109078. // Moving the teleportation area to this targetted point
  109079. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109080. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109081. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109082. }
  109083. gazer._currentMeshSelected = null;
  109084. if (gazer._teleportationRequestInitiated) {
  109085. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109086. }
  109087. return;
  109088. }
  109089. // If not, we're in a selection scenario
  109090. //this._teleportationAllowed = false;
  109091. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109092. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109093. this.onNewMeshPicked.notifyObservers(hit);
  109094. gazer._currentMeshSelected = hit.pickedMesh;
  109095. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109096. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109097. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109098. gazer._isActionableMesh = true;
  109099. }
  109100. else {
  109101. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109102. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109103. gazer._isActionableMesh = false;
  109104. }
  109105. try {
  109106. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109107. }
  109108. catch (err) {
  109109. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109110. }
  109111. }
  109112. else {
  109113. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109114. gazer._currentMeshSelected = null;
  109115. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109116. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109117. }
  109118. }
  109119. }
  109120. else {
  109121. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109122. gazer._currentMeshSelected = null;
  109123. //this._teleportationAllowed = false;
  109124. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109125. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109126. }
  109127. };
  109128. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109129. if (mesh) {
  109130. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109131. }
  109132. };
  109133. /**
  109134. * Sets the color of the laser ray from the vr controllers.
  109135. * @param color new color for the ray.
  109136. */
  109137. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109138. if (this._leftController) {
  109139. this._leftController._setLaserPointerColor(color);
  109140. }
  109141. if (this._rightController) {
  109142. this._rightController._setLaserPointerColor(color);
  109143. }
  109144. };
  109145. /**
  109146. * Sets the color of the ray from the vr headsets gaze.
  109147. * @param color new color for the ray.
  109148. */
  109149. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109150. if (!this._cameraGazer._gazeTracker.material) {
  109151. return;
  109152. }
  109153. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109154. if (this._leftController) {
  109155. this._leftController._gazeTracker.material.emissiveColor = color;
  109156. }
  109157. if (this._rightController) {
  109158. this._rightController._gazeTracker.material.emissiveColor = color;
  109159. }
  109160. };
  109161. /**
  109162. * Exits VR and disposes of the vr experience helper
  109163. */
  109164. VRExperienceHelper.prototype.dispose = function () {
  109165. if (this.isInVRMode) {
  109166. this.exitVR();
  109167. }
  109168. if (this._postProcessMove) {
  109169. this._postProcessMove.dispose();
  109170. }
  109171. if (this._webVRCamera) {
  109172. this._webVRCamera.dispose();
  109173. }
  109174. if (this._vrDeviceOrientationCamera) {
  109175. this._vrDeviceOrientationCamera.dispose();
  109176. }
  109177. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109178. document.body.removeChild(this._btnVR);
  109179. }
  109180. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109181. this._deviceOrientationCamera.dispose();
  109182. }
  109183. if (this._cameraGazer) {
  109184. this._cameraGazer.dispose();
  109185. }
  109186. if (this._leftController) {
  109187. this._leftController.dispose();
  109188. }
  109189. if (this._rightController) {
  109190. this._rightController.dispose();
  109191. }
  109192. if (this._teleportationTarget) {
  109193. this._teleportationTarget.dispose();
  109194. }
  109195. this._floorMeshesCollection = [];
  109196. document.removeEventListener("keydown", this._onKeyDown);
  109197. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109198. window.removeEventListener("resize", this._onResize);
  109199. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109200. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109201. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109202. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109203. document.onmsfullscreenchange = null;
  109204. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109205. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109206. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109207. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109208. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109209. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109210. this._scene.unregisterBeforeRender(this.beforeRender);
  109211. };
  109212. /**
  109213. * Gets the name of the VRExperienceHelper class
  109214. * @returns "VRExperienceHelper"
  109215. */
  109216. VRExperienceHelper.prototype.getClassName = function () {
  109217. return "VRExperienceHelper";
  109218. };
  109219. return VRExperienceHelper;
  109220. }());
  109221. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109222. })(BABYLON || (BABYLON = {}));
  109223. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109224. var BABYLON;
  109225. (function (BABYLON) {
  109226. /**
  109227. * WebXR Camera which holds the views for the xrSession
  109228. * @see https://doc.babylonjs.com/how_to/webxr
  109229. */
  109230. var WebXRCamera = /** @class */ (function (_super) {
  109231. __extends(WebXRCamera, _super);
  109232. /**
  109233. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109234. * @param name the name of the camera
  109235. * @param scene the scene to add the camera to
  109236. */
  109237. function WebXRCamera(name, scene) {
  109238. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109239. // Initial camera configuration
  109240. _this.minZ = 0;
  109241. _this.rotationQuaternion = new BABYLON.Quaternion();
  109242. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109243. _this.updateUpVectorFromRotation = true;
  109244. _this._updateNumberOfRigCameras(1);
  109245. return _this;
  109246. }
  109247. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109248. if (viewCount === void 0) { viewCount = 1; }
  109249. while (this.rigCameras.length < viewCount) {
  109250. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109251. newCamera.minZ = 0;
  109252. newCamera.parent = this;
  109253. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109254. newCamera.updateUpVectorFromRotation = true;
  109255. this.rigCameras.push(newCamera);
  109256. }
  109257. while (this.rigCameras.length > viewCount) {
  109258. var removedCamera = this.rigCameras.pop();
  109259. if (removedCamera) {
  109260. removedCamera.dispose();
  109261. }
  109262. }
  109263. };
  109264. /** @hidden */
  109265. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109266. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109267. // Create initial camera rigs
  109268. this._updateNumberOfRigCameras(2);
  109269. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109270. this.rigCameras[0].position.x = -pupilDistance / 2;
  109271. this.rigCameras[0].outputRenderTarget = null;
  109272. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109273. this.rigCameras[1].position.x = pupilDistance / 2;
  109274. this.rigCameras[1].outputRenderTarget = null;
  109275. };
  109276. /**
  109277. * Updates the cameras position from the current pose information of the XR session
  109278. * @param xrSessionManager the session containing pose information
  109279. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109280. */
  109281. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109282. var _this = this;
  109283. // Ensure all frame data is available
  109284. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109285. return false;
  109286. }
  109287. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109288. if (!pose || !pose.poseModelMatrix) {
  109289. return false;
  109290. }
  109291. // Update the parent cameras matrix
  109292. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109293. if (!this._scene.useRightHandedSystem) {
  109294. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109295. }
  109296. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109297. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109298. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109299. this.computeWorldMatrix();
  109300. // Update camera rigs
  109301. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109302. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109303. // Update view/projection matrix
  109304. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109305. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109306. if (!_this._scene.useRightHandedSystem) {
  109307. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109308. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109309. }
  109310. // Update viewport
  109311. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109312. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109313. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109314. _this.rigCameras[i].viewport.width = viewport.width / width;
  109315. _this.rigCameras[i].viewport.height = viewport.height / height;
  109316. _this.rigCameras[i].viewport.x = viewport.x / width;
  109317. _this.rigCameras[i].viewport.y = viewport.y / height;
  109318. // Set cameras to render to the session's render target
  109319. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109320. });
  109321. return true;
  109322. };
  109323. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109324. return WebXRCamera;
  109325. }(BABYLON.FreeCamera));
  109326. BABYLON.WebXRCamera = WebXRCamera;
  109327. })(BABYLON || (BABYLON = {}));
  109328. //# sourceMappingURL=babylon.webXRCamera.js.map
  109329. var BABYLON;
  109330. (function (BABYLON) {
  109331. /**
  109332. * Manages an XRSession
  109333. * @see https://doc.babylonjs.com/how_to/webxr
  109334. */
  109335. var WebXRSessionManager = /** @class */ (function () {
  109336. /**
  109337. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109338. * @param scene The scene which the session should be created for
  109339. */
  109340. function WebXRSessionManager(scene) {
  109341. this.scene = scene;
  109342. /**
  109343. * Fires every time a new xrFrame arrives which can be used to update the camera
  109344. */
  109345. this.onXRFrameObservable = new BABYLON.Observable();
  109346. /**
  109347. * Fires when the xr session is ended either by the device or manually done
  109348. */
  109349. this.onXRSessionEnded = new BABYLON.Observable();
  109350. /** @hidden */
  109351. this._sessionRenderTargetTexture = null;
  109352. this._tmpMatrix = new BABYLON.Matrix();
  109353. }
  109354. /**
  109355. * Initializes the manager
  109356. * After initialization enterXR can be called to start an XR session
  109357. * @returns Promise which resolves after it is initialized
  109358. */
  109359. WebXRSessionManager.prototype.initializeAsync = function () {
  109360. var _this = this;
  109361. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109362. // Check if the browser supports webXR
  109363. this._xrNavigator = navigator;
  109364. if (!this._xrNavigator.xr) {
  109365. return Promise.reject("webXR not supported by this browser");
  109366. }
  109367. // Request the webXR device
  109368. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109369. _this._xrDevice = device;
  109370. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109371. });
  109372. };
  109373. /**
  109374. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109375. * @param sessionCreationOptions xr options to create the session with
  109376. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109377. * @returns Promise which resolves after it enters XR
  109378. */
  109379. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109380. var _this = this;
  109381. // initialize session
  109382. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109383. _this._xrSession = session;
  109384. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109385. _this._xrSession.addEventListener("end", function () {
  109386. // Remove render target texture and notify frame obervers
  109387. _this._sessionRenderTargetTexture = null;
  109388. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109389. _this.scene.getEngine().restoreDefaultFramebuffer();
  109390. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109391. _this.scene.getEngine().customAnimationFrameRequester = null;
  109392. _this.onXRSessionEnded.notifyObservers(null);
  109393. _this.scene.getEngine()._renderLoop();
  109394. }, { once: true });
  109395. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109396. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109397. }).then(function (frameOfRef) {
  109398. _this._frameOfReference = frameOfRef;
  109399. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109400. _this.scene.getEngine().customAnimationFrameRequester = {
  109401. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109402. renderFunction: function (timestamp, xrFrame) {
  109403. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109404. _this._currentXRFrame = xrFrame;
  109405. _this.onXRFrameObservable.notifyObservers(null);
  109406. _this.scene.getEngine()._renderLoop();
  109407. }
  109408. };
  109409. // Create render target texture from xr's webgl render target
  109410. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109411. // Stop window's animation frame and trigger sessions animation frame
  109412. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109413. _this.scene.getEngine()._renderLoop();
  109414. });
  109415. };
  109416. /**
  109417. * Stops the xrSession and restores the renderloop
  109418. * @returns Promise which resolves after it exits XR
  109419. */
  109420. WebXRSessionManager.prototype.exitXRAsync = function () {
  109421. return this._xrSession.end();
  109422. };
  109423. /**
  109424. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109425. * @param ray ray to cast into the environment
  109426. * @returns Promise which resolves with a collision point in the environment if it exists
  109427. */
  109428. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109429. var _this = this;
  109430. return new Promise(function (res, rej) {
  109431. // Compute left handed inputs to request hit test
  109432. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109433. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109434. if (!_this.scene.useRightHandedSystem) {
  109435. origin[2] *= -1;
  109436. direction[2] *= -1;
  109437. }
  109438. // Fire hittest
  109439. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109440. .then(function (hits) {
  109441. if (hits.length > 0) {
  109442. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109443. var hitPoint = _this._tmpMatrix.getTranslation();
  109444. if (!_this.scene.useRightHandedSystem) {
  109445. hitPoint.z *= -1;
  109446. }
  109447. res(hitPoint);
  109448. }
  109449. else {
  109450. res(null);
  109451. }
  109452. }).catch(function (e) {
  109453. res(null);
  109454. });
  109455. });
  109456. };
  109457. /**
  109458. * Checks if a session would be supported for the creation options specified
  109459. * @param options creation options to check if they are supported
  109460. * @returns true if supported
  109461. */
  109462. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109463. return this._xrDevice.supportsSession(options).then(function () {
  109464. return true;
  109465. }).catch(function (e) {
  109466. return false;
  109467. });
  109468. };
  109469. /**
  109470. * @hidden
  109471. * Converts the render layer of xrSession to a render target
  109472. * @param session session to create render target for
  109473. * @param scene scene the new render target should be created for
  109474. */
  109475. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109476. // Create internal texture
  109477. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109478. internalTexture.width = session.baseLayer.framebufferWidth;
  109479. internalTexture.height = session.baseLayer.framebufferHeight;
  109480. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109481. // Create render target texture from the internal texture
  109482. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109483. renderTargetTexture._texture = internalTexture;
  109484. return renderTargetTexture;
  109485. };
  109486. /**
  109487. * Disposes of the session manager
  109488. */
  109489. WebXRSessionManager.prototype.dispose = function () {
  109490. this.onXRFrameObservable.clear();
  109491. this.onXRSessionEnded.clear();
  109492. };
  109493. return WebXRSessionManager;
  109494. }());
  109495. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109496. })(BABYLON || (BABYLON = {}));
  109497. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109498. var BABYLON;
  109499. (function (BABYLON) {
  109500. /**
  109501. * States of the webXR experience
  109502. */
  109503. var WebXRState;
  109504. (function (WebXRState) {
  109505. /**
  109506. * Transitioning to being in XR mode
  109507. */
  109508. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109509. /**
  109510. * Transitioning to non XR mode
  109511. */
  109512. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109513. /**
  109514. * In XR mode and presenting
  109515. */
  109516. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109517. /**
  109518. * Not entered XR mode
  109519. */
  109520. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109521. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109522. /**
  109523. * Helper class used to enable XR
  109524. * @see https://doc.babylonjs.com/how_to/webxr
  109525. */
  109526. var WebXRExperienceHelper = /** @class */ (function () {
  109527. /**
  109528. * Creates a WebXRExperienceHelper
  109529. * @param scene The scene the helper should be created in
  109530. */
  109531. function WebXRExperienceHelper(scene) {
  109532. this.scene = scene;
  109533. /**
  109534. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109535. */
  109536. this.state = WebXRState.NOT_IN_XR;
  109537. /**
  109538. * Fires when the state of the experience helper has changed
  109539. */
  109540. this.onStateChangedObservable = new BABYLON.Observable();
  109541. this._nonVRCamera = null;
  109542. this._originalSceneAutoClear = true;
  109543. this._supported = false;
  109544. this.camera = new BABYLON.WebXRCamera("", scene);
  109545. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109546. this.container = new BABYLON.AbstractMesh("", scene);
  109547. this.camera.parent = this.container;
  109548. }
  109549. WebXRExperienceHelper.prototype._setState = function (val) {
  109550. this.state = val;
  109551. this.onStateChangedObservable.notifyObservers(this.state);
  109552. };
  109553. /**
  109554. * Creates the experience helper
  109555. * @param scene the scene to attach the experience helper to
  109556. * @returns a promise for the experience helper
  109557. */
  109558. WebXRExperienceHelper.CreateAsync = function (scene) {
  109559. var helper = new WebXRExperienceHelper(scene);
  109560. return helper._sessionManager.initializeAsync().then(function () {
  109561. helper._supported = true;
  109562. return helper;
  109563. }).catch(function () {
  109564. return helper;
  109565. });
  109566. };
  109567. /**
  109568. * Exits XR mode and returns the scene to its original state
  109569. * @returns promise that resolves after xr mode has exited
  109570. */
  109571. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109572. this._setState(WebXRState.EXITING_XR);
  109573. return this._sessionManager.exitXRAsync();
  109574. };
  109575. /**
  109576. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109577. * @param sessionCreationOptions options for the XR session
  109578. * @param frameOfReference frame of reference of the XR session
  109579. * @returns promise that resolves after xr mode has entered
  109580. */
  109581. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109582. var _this = this;
  109583. if (!this._supported) {
  109584. throw "XR session not supported by this browser";
  109585. }
  109586. this._setState(WebXRState.ENTERING_XR);
  109587. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109588. // Cache pre xr scene settings
  109589. _this._originalSceneAutoClear = _this.scene.autoClear;
  109590. _this._nonVRCamera = _this.scene.activeCamera;
  109591. // Overwrite current scene settings
  109592. _this.scene.autoClear = false;
  109593. _this.scene.activeCamera = _this.camera;
  109594. _this._sessionManager.onXRFrameObservable.add(function () {
  109595. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109596. });
  109597. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109598. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109599. _this.camera.rigCameras.forEach(function (c) {
  109600. c.outputRenderTarget = null;
  109601. });
  109602. // Restore scene settings
  109603. _this.scene.autoClear = _this._originalSceneAutoClear;
  109604. _this.scene.activeCamera = _this._nonVRCamera;
  109605. _this._sessionManager.onXRFrameObservable.clear();
  109606. _this._setState(WebXRState.NOT_IN_XR);
  109607. });
  109608. _this._setState(WebXRState.IN_XR);
  109609. });
  109610. };
  109611. /**
  109612. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109613. * @param ray ray to cast into the environment
  109614. * @returns Promise which resolves with a collision point in the environment if it exists
  109615. */
  109616. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109617. return this._sessionManager.environmentPointHitTestAsync(ray);
  109618. };
  109619. /**
  109620. * Updates the global position of the camera by moving the camera's container
  109621. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109622. * @param position The desired global position of the camera
  109623. */
  109624. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109625. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109626. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109627. };
  109628. /**
  109629. * Rotates the xr camera by rotating the camera's container around the camera's position
  109630. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109631. * @param rotation the desired quaternion rotation to apply to the camera
  109632. */
  109633. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109634. if (!this.container.rotationQuaternion) {
  109635. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109636. }
  109637. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109638. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109639. };
  109640. /**
  109641. * Checks if the creation options are supported by the xr session
  109642. * @param options creation options
  109643. * @returns true if supported
  109644. */
  109645. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109646. if (!this._supported) {
  109647. return Promise.resolve(false);
  109648. }
  109649. return this._sessionManager.supportsSessionAsync(options);
  109650. };
  109651. /**
  109652. * Disposes of the experience helper
  109653. */
  109654. WebXRExperienceHelper.prototype.dispose = function () {
  109655. this.camera.dispose();
  109656. this.container.dispose();
  109657. this.onStateChangedObservable.clear();
  109658. this._sessionManager.dispose();
  109659. };
  109660. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109661. return WebXRExperienceHelper;
  109662. }());
  109663. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109664. })(BABYLON || (BABYLON = {}));
  109665. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109666. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109667. return new (P || (P = Promise))(function (resolve, reject) {
  109668. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109669. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109670. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109671. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109672. });
  109673. };
  109674. var __generator = (this && this.__generator) || function (thisArg, body) {
  109675. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109676. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109677. function verb(n) { return function (v) { return step([n, v]); }; }
  109678. function step(op) {
  109679. if (f) throw new TypeError("Generator is already executing.");
  109680. while (_) try {
  109681. 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;
  109682. if (y = 0, t) op = [op[0] & 2, t.value];
  109683. switch (op[0]) {
  109684. case 0: case 1: t = op; break;
  109685. case 4: _.label++; return { value: op[1], done: false };
  109686. case 5: _.label++; y = op[1]; op = [0]; continue;
  109687. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109688. default:
  109689. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109690. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109691. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109692. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109693. if (t[2]) _.ops.pop();
  109694. _.trys.pop(); continue;
  109695. }
  109696. op = body.call(thisArg, _);
  109697. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109698. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109699. }
  109700. };
  109701. var BABYLON;
  109702. (function (BABYLON) {
  109703. /**
  109704. * Button which can be used to enter a different mode of XR
  109705. */
  109706. var WebXREnterExitUIButton = /** @class */ (function () {
  109707. /**
  109708. * Creates a WebXREnterExitUIButton
  109709. * @param element button element
  109710. * @param initializationOptions XR initialization options for the button
  109711. */
  109712. function WebXREnterExitUIButton(
  109713. /** button element */
  109714. element,
  109715. /** XR initialization options for the button */
  109716. initializationOptions) {
  109717. this.element = element;
  109718. this.initializationOptions = initializationOptions;
  109719. }
  109720. /**
  109721. * Overwritable function which can be used to update the button's visuals when the state changes
  109722. * @param activeButton the current active button in the UI
  109723. */
  109724. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109725. };
  109726. return WebXREnterExitUIButton;
  109727. }());
  109728. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109729. /**
  109730. * Options to create the webXR UI
  109731. */
  109732. var WebXREnterExitUIOptions = /** @class */ (function () {
  109733. function WebXREnterExitUIOptions() {
  109734. }
  109735. return WebXREnterExitUIOptions;
  109736. }());
  109737. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109738. /**
  109739. * UI to allow the user to enter/exit XR mode
  109740. */
  109741. var WebXREnterExitUI = /** @class */ (function () {
  109742. function WebXREnterExitUI(scene, options) {
  109743. var _this = this;
  109744. this.scene = scene;
  109745. this._buttons = [];
  109746. this._activeButton = null;
  109747. /**
  109748. * Fired every time the active button is changed.
  109749. *
  109750. * When xr is entered via a button that launches xr that button will be the callback parameter
  109751. *
  109752. * When exiting xr the callback parameter will be null)
  109753. */
  109754. this.activeButtonChangedObservable = new BABYLON.Observable();
  109755. this._overlay = document.createElement("div");
  109756. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109757. if (options.customButtons) {
  109758. this._buttons = options.customButtons;
  109759. }
  109760. else {
  109761. var hmdBtn = document.createElement("button");
  109762. 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;";
  109763. hmdBtn.innerText = "HMD";
  109764. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109765. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109766. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109767. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109768. };
  109769. var windowBtn = document.createElement("button");
  109770. windowBtn.style.cssText = hmdBtn.style.cssText;
  109771. windowBtn.innerText = "Window";
  109772. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109773. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109774. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109775. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109776. };
  109777. this._updateButtons(null);
  109778. }
  109779. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109780. if (renderCanvas && renderCanvas.parentNode) {
  109781. renderCanvas.parentNode.appendChild(this._overlay);
  109782. scene.onDisposeObservable.addOnce(function () {
  109783. _this.dispose();
  109784. });
  109785. }
  109786. }
  109787. /**
  109788. * Creates UI to allow the user to enter/exit XR mode
  109789. * @param scene the scene to add the ui to
  109790. * @param helper the xr experience helper to enter/exit xr with
  109791. * @param options options to configure the UI
  109792. * @returns the created ui
  109793. */
  109794. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109795. var _this = this;
  109796. var ui = new WebXREnterExitUI(scene, options);
  109797. var supportedPromises = ui._buttons.map(function (btn) {
  109798. return helper.supportsSessionAsync(btn.initializationOptions);
  109799. });
  109800. helper.onStateChangedObservable.add(function (state) {
  109801. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109802. ui._updateButtons(null);
  109803. }
  109804. });
  109805. return Promise.all(supportedPromises).then(function (results) {
  109806. results.forEach(function (supported, i) {
  109807. if (supported) {
  109808. ui._overlay.appendChild(ui._buttons[i].element);
  109809. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109810. return __generator(this, function (_a) {
  109811. switch (_a.label) {
  109812. case 0:
  109813. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109814. ui._updateButtons(null);
  109815. return [4 /*yield*/, helper.exitXRAsync()];
  109816. case 1:
  109817. _a.sent();
  109818. return [2 /*return*/];
  109819. case 2:
  109820. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109821. ui._updateButtons(ui._buttons[i]);
  109822. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109823. case 3:
  109824. _a.sent();
  109825. _a.label = 4;
  109826. case 4: return [2 /*return*/];
  109827. }
  109828. });
  109829. }); };
  109830. }
  109831. });
  109832. return ui;
  109833. });
  109834. };
  109835. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109836. var _this = this;
  109837. this._activeButton = activeButton;
  109838. this._buttons.forEach(function (b) {
  109839. b.update(_this._activeButton);
  109840. });
  109841. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109842. };
  109843. /**
  109844. * Disposes of the object
  109845. */
  109846. WebXREnterExitUI.prototype.dispose = function () {
  109847. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109848. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109849. renderCanvas.parentNode.removeChild(this._overlay);
  109850. }
  109851. this.activeButtonChangedObservable.clear();
  109852. };
  109853. return WebXREnterExitUI;
  109854. }());
  109855. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109856. })(BABYLON || (BABYLON = {}));
  109857. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109858. var BABYLON;
  109859. (function (BABYLON) {
  109860. /**
  109861. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109862. */
  109863. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109864. /**
  109865. * Initializes the canvas to be added/removed upon entering/exiting xr
  109866. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109867. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109868. */
  109869. function WebXRManagedOutputCanvas(helper, canvas) {
  109870. var _this = this;
  109871. this._canvas = null;
  109872. /**
  109873. * xrpresent context of the canvas which can be used to display/mirror xr content
  109874. */
  109875. this.canvasContext = null;
  109876. if (!canvas) {
  109877. canvas = document.createElement('canvas');
  109878. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109879. }
  109880. this._setManagedOutputCanvas(canvas);
  109881. helper.onStateChangedObservable.add(function (stateInfo) {
  109882. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109883. // 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
  109884. _this._addCanvas();
  109885. }
  109886. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109887. _this._removeCanvas();
  109888. }
  109889. });
  109890. }
  109891. /**
  109892. * Disposes of the object
  109893. */
  109894. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109895. this._removeCanvas();
  109896. this._setManagedOutputCanvas(null);
  109897. };
  109898. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  109899. this._removeCanvas();
  109900. if (!canvas) {
  109901. this._canvas = null;
  109902. this.canvasContext = null;
  109903. }
  109904. else {
  109905. this._canvas = canvas;
  109906. this.canvasContext = this._canvas.getContext('xrpresent');
  109907. }
  109908. };
  109909. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  109910. if (this._canvas) {
  109911. document.body.appendChild(this._canvas);
  109912. }
  109913. };
  109914. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  109915. if (this._canvas && document.body.contains(this._canvas)) {
  109916. document.body.removeChild(this._canvas);
  109917. }
  109918. };
  109919. return WebXRManagedOutputCanvas;
  109920. }());
  109921. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  109922. })(BABYLON || (BABYLON = {}));
  109923. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  109924. var BABYLON;
  109925. (function (BABYLON) {
  109926. /**
  109927. * Represents an XR input
  109928. */
  109929. var WebXRController = /** @class */ (function () {
  109930. /**
  109931. * Creates the controller
  109932. * @see https://doc.babylonjs.com/how_to/webxr
  109933. * @param scene the scene which the controller should be associated to
  109934. */
  109935. function WebXRController(scene) {
  109936. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109937. }
  109938. /**
  109939. * Disposes of the object
  109940. */
  109941. WebXRController.prototype.dispose = function () {
  109942. if (this.grip) {
  109943. this.grip.dispose();
  109944. }
  109945. this.pointer.dispose();
  109946. };
  109947. return WebXRController;
  109948. }());
  109949. BABYLON.WebXRController = WebXRController;
  109950. /**
  109951. * XR input used to track XR inputs such as controllers/rays
  109952. */
  109953. var WebXRInput = /** @class */ (function () {
  109954. /**
  109955. * Initializes the WebXRInput
  109956. * @param helper experience helper which the input should be created for
  109957. */
  109958. function WebXRInput(helper) {
  109959. var _this = this;
  109960. this.helper = helper;
  109961. /**
  109962. * XR controllers being tracked
  109963. */
  109964. this.controllers = [];
  109965. this._tmpMatrix = new BABYLON.Matrix();
  109966. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  109967. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  109968. return;
  109969. }
  109970. var xrFrame = helper._sessionManager._currentXRFrame;
  109971. var inputSources = helper._sessionManager._xrSession.getInputSources();
  109972. inputSources.forEach(function (input, i) {
  109973. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  109974. if (inputPose) {
  109975. if (_this.controllers.length <= i) {
  109976. _this.controllers.push(new WebXRController(helper.container.getScene()));
  109977. }
  109978. var controller = _this.controllers[i];
  109979. // Manage the grip if it exists
  109980. if (inputPose.gripMatrix) {
  109981. if (!controller.grip) {
  109982. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  109983. }
  109984. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  109985. if (!controller.grip.getScene().useRightHandedSystem) {
  109986. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109987. }
  109988. if (!controller.grip.rotationQuaternion) {
  109989. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  109990. }
  109991. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  109992. }
  109993. // Manager pointer of controller
  109994. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  109995. if (!controller.pointer.getScene().useRightHandedSystem) {
  109996. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109997. }
  109998. if (!controller.pointer.rotationQuaternion) {
  109999. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110000. }
  110001. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110002. }
  110003. });
  110004. });
  110005. }
  110006. /**
  110007. * Disposes of the object
  110008. */
  110009. WebXRInput.prototype.dispose = function () {
  110010. this.controllers.forEach(function (c) {
  110011. c.dispose();
  110012. });
  110013. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110014. };
  110015. return WebXRInput;
  110016. }());
  110017. BABYLON.WebXRInput = WebXRInput;
  110018. })(BABYLON || (BABYLON = {}));
  110019. //# sourceMappingURL=babylon.webXRInput.js.map
  110020. // Mainly based on these 2 articles :
  110021. // 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
  110022. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110023. var BABYLON;
  110024. (function (BABYLON) {
  110025. /**
  110026. * Defines the potential axis of a Joystick
  110027. */
  110028. var JoystickAxis;
  110029. (function (JoystickAxis) {
  110030. /** X axis */
  110031. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110032. /** Y axis */
  110033. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110034. /** Z axis */
  110035. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110036. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110037. /**
  110038. * Class used to define virtual joystick (used in touch mode)
  110039. */
  110040. var VirtualJoystick = /** @class */ (function () {
  110041. /**
  110042. * Creates a new virtual joystick
  110043. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110044. */
  110045. function VirtualJoystick(leftJoystick) {
  110046. var _this = this;
  110047. if (leftJoystick) {
  110048. this._leftJoystick = true;
  110049. }
  110050. else {
  110051. this._leftJoystick = false;
  110052. }
  110053. VirtualJoystick._globalJoystickIndex++;
  110054. // By default left & right arrow keys are moving the X
  110055. // and up & down keys are moving the Y
  110056. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110057. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110058. this.reverseLeftRight = false;
  110059. this.reverseUpDown = false;
  110060. // collections of pointers
  110061. this._touches = new BABYLON.StringDictionary();
  110062. this.deltaPosition = BABYLON.Vector3.Zero();
  110063. this._joystickSensibility = 25;
  110064. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110065. this._onResize = function (evt) {
  110066. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110067. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110068. if (VirtualJoystick.Canvas) {
  110069. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110070. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110071. }
  110072. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110073. };
  110074. // injecting a canvas element on top of the canvas 3D game
  110075. if (!VirtualJoystick.Canvas) {
  110076. window.addEventListener("resize", this._onResize, false);
  110077. VirtualJoystick.Canvas = document.createElement("canvas");
  110078. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110079. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110080. VirtualJoystick.Canvas.width = window.innerWidth;
  110081. VirtualJoystick.Canvas.height = window.innerHeight;
  110082. VirtualJoystick.Canvas.style.width = "100%";
  110083. VirtualJoystick.Canvas.style.height = "100%";
  110084. VirtualJoystick.Canvas.style.position = "absolute";
  110085. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110086. VirtualJoystick.Canvas.style.top = "0px";
  110087. VirtualJoystick.Canvas.style.left = "0px";
  110088. VirtualJoystick.Canvas.style.zIndex = "5";
  110089. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110090. // Support for jQuery PEP polyfill
  110091. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110092. var context = VirtualJoystick.Canvas.getContext('2d');
  110093. if (!context) {
  110094. throw new Error("Unable to create canvas for virtual joystick");
  110095. }
  110096. VirtualJoystick.vjCanvasContext = context;
  110097. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110098. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110099. document.body.appendChild(VirtualJoystick.Canvas);
  110100. }
  110101. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110102. this.pressed = false;
  110103. // default joystick color
  110104. this._joystickColor = "cyan";
  110105. this._joystickPointerID = -1;
  110106. // current joystick position
  110107. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110108. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110109. // origin joystick position
  110110. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110111. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110112. this._onPointerDownHandlerRef = function (evt) {
  110113. _this._onPointerDown(evt);
  110114. };
  110115. this._onPointerMoveHandlerRef = function (evt) {
  110116. _this._onPointerMove(evt);
  110117. };
  110118. this._onPointerUpHandlerRef = function (evt) {
  110119. _this._onPointerUp(evt);
  110120. };
  110121. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110122. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110123. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110124. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110125. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110126. evt.preventDefault(); // Disables system menu
  110127. }, false);
  110128. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110129. }
  110130. /**
  110131. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110132. * @param newJoystickSensibility defines the new sensibility
  110133. */
  110134. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110135. this._joystickSensibility = newJoystickSensibility;
  110136. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110137. };
  110138. VirtualJoystick.prototype._onPointerDown = function (e) {
  110139. var positionOnScreenCondition;
  110140. e.preventDefault();
  110141. if (this._leftJoystick === true) {
  110142. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110143. }
  110144. else {
  110145. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110146. }
  110147. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110148. // First contact will be dedicated to the virtual joystick
  110149. this._joystickPointerID = e.pointerId;
  110150. this._joystickPointerStartPos.x = e.clientX;
  110151. this._joystickPointerStartPos.y = e.clientY;
  110152. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110153. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110154. this._deltaJoystickVector.x = 0;
  110155. this._deltaJoystickVector.y = 0;
  110156. this.pressed = true;
  110157. this._touches.add(e.pointerId.toString(), e);
  110158. }
  110159. else {
  110160. // You can only trigger the action buttons with a joystick declared
  110161. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110162. this._action();
  110163. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110164. }
  110165. }
  110166. };
  110167. VirtualJoystick.prototype._onPointerMove = function (e) {
  110168. // If the current pointer is the one associated to the joystick (first touch contact)
  110169. if (this._joystickPointerID == e.pointerId) {
  110170. this._joystickPointerPos.x = e.clientX;
  110171. this._joystickPointerPos.y = e.clientY;
  110172. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110173. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110174. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110175. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110176. switch (this._axisTargetedByLeftAndRight) {
  110177. case JoystickAxis.X:
  110178. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110179. break;
  110180. case JoystickAxis.Y:
  110181. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110182. break;
  110183. case JoystickAxis.Z:
  110184. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110185. break;
  110186. }
  110187. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110188. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110189. switch (this._axisTargetedByUpAndDown) {
  110190. case JoystickAxis.X:
  110191. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110192. break;
  110193. case JoystickAxis.Y:
  110194. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110195. break;
  110196. case JoystickAxis.Z:
  110197. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110198. break;
  110199. }
  110200. }
  110201. else {
  110202. var data = this._touches.get(e.pointerId.toString());
  110203. if (data) {
  110204. data.x = e.clientX;
  110205. data.y = e.clientY;
  110206. }
  110207. }
  110208. };
  110209. VirtualJoystick.prototype._onPointerUp = function (e) {
  110210. if (this._joystickPointerID == e.pointerId) {
  110211. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110212. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110213. this._joystickPointerID = -1;
  110214. this.pressed = false;
  110215. }
  110216. else {
  110217. var touch = this._touches.get(e.pointerId.toString());
  110218. if (touch) {
  110219. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110220. }
  110221. }
  110222. this._deltaJoystickVector.x = 0;
  110223. this._deltaJoystickVector.y = 0;
  110224. this._touches.remove(e.pointerId.toString());
  110225. };
  110226. /**
  110227. * Change the color of the virtual joystick
  110228. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110229. */
  110230. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110231. this._joystickColor = newColor;
  110232. };
  110233. /**
  110234. * Defines a callback to call when the joystick is touched
  110235. * @param action defines the callback
  110236. */
  110237. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110238. this._action = action;
  110239. };
  110240. /**
  110241. * Defines which axis you'd like to control for left & right
  110242. * @param axis defines the axis to use
  110243. */
  110244. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110245. switch (axis) {
  110246. case JoystickAxis.X:
  110247. case JoystickAxis.Y:
  110248. case JoystickAxis.Z:
  110249. this._axisTargetedByLeftAndRight = axis;
  110250. break;
  110251. default:
  110252. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110253. break;
  110254. }
  110255. };
  110256. /**
  110257. * Defines which axis you'd like to control for up & down
  110258. * @param axis defines the axis to use
  110259. */
  110260. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110261. switch (axis) {
  110262. case JoystickAxis.X:
  110263. case JoystickAxis.Y:
  110264. case JoystickAxis.Z:
  110265. this._axisTargetedByUpAndDown = axis;
  110266. break;
  110267. default:
  110268. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110269. break;
  110270. }
  110271. };
  110272. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110273. var _this = this;
  110274. if (this.pressed) {
  110275. this._touches.forEach(function (key, touch) {
  110276. if (touch.pointerId === _this._joystickPointerID) {
  110277. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110278. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110279. VirtualJoystick.vjCanvasContext.beginPath();
  110280. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110281. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110282. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110283. VirtualJoystick.vjCanvasContext.stroke();
  110284. VirtualJoystick.vjCanvasContext.closePath();
  110285. VirtualJoystick.vjCanvasContext.beginPath();
  110286. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110287. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110288. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110289. VirtualJoystick.vjCanvasContext.stroke();
  110290. VirtualJoystick.vjCanvasContext.closePath();
  110291. VirtualJoystick.vjCanvasContext.beginPath();
  110292. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110293. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110294. VirtualJoystick.vjCanvasContext.stroke();
  110295. VirtualJoystick.vjCanvasContext.closePath();
  110296. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110297. }
  110298. else {
  110299. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110300. VirtualJoystick.vjCanvasContext.beginPath();
  110301. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110302. VirtualJoystick.vjCanvasContext.beginPath();
  110303. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110304. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110305. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110306. VirtualJoystick.vjCanvasContext.stroke();
  110307. VirtualJoystick.vjCanvasContext.closePath();
  110308. touch.prevX = touch.x;
  110309. touch.prevY = touch.y;
  110310. }
  110311. });
  110312. }
  110313. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110314. };
  110315. /**
  110316. * Release internal HTML canvas
  110317. */
  110318. VirtualJoystick.prototype.releaseCanvas = function () {
  110319. if (VirtualJoystick.Canvas) {
  110320. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110321. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110322. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110323. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110324. window.removeEventListener("resize", this._onResize);
  110325. document.body.removeChild(VirtualJoystick.Canvas);
  110326. VirtualJoystick.Canvas = null;
  110327. }
  110328. };
  110329. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110330. VirtualJoystick._globalJoystickIndex = 0;
  110331. return VirtualJoystick;
  110332. }());
  110333. BABYLON.VirtualJoystick = VirtualJoystick;
  110334. })(BABYLON || (BABYLON = {}));
  110335. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110336. var BABYLON;
  110337. (function (BABYLON) {
  110338. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110339. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110340. });
  110341. /**
  110342. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110343. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110344. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110345. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110346. */
  110347. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110348. __extends(VirtualJoysticksCamera, _super);
  110349. /**
  110350. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110351. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110352. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110353. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110354. * @param name Define the name of the camera in the scene
  110355. * @param position Define the start position of the camera in the scene
  110356. * @param scene Define the scene the camera belongs to
  110357. */
  110358. function VirtualJoysticksCamera(name, position, scene) {
  110359. var _this = _super.call(this, name, position, scene) || this;
  110360. _this.inputs.addVirtualJoystick();
  110361. return _this;
  110362. }
  110363. /**
  110364. * Gets the current object class name.
  110365. * @return the class name
  110366. */
  110367. VirtualJoysticksCamera.prototype.getClassName = function () {
  110368. return "VirtualJoysticksCamera";
  110369. };
  110370. return VirtualJoysticksCamera;
  110371. }(BABYLON.FreeCamera));
  110372. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110373. })(BABYLON || (BABYLON = {}));
  110374. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110375. var BABYLON;
  110376. (function (BABYLON) {
  110377. /**
  110378. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110379. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110380. */
  110381. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110382. function FreeCameraVirtualJoystickInput() {
  110383. }
  110384. /**
  110385. * Gets the left stick of the virtual joystick.
  110386. * @returns The virtual Joystick
  110387. */
  110388. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110389. return this._leftjoystick;
  110390. };
  110391. /**
  110392. * Gets the right stick of the virtual joystick.
  110393. * @returns The virtual Joystick
  110394. */
  110395. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110396. return this._rightjoystick;
  110397. };
  110398. /**
  110399. * Update the current camera state depending on the inputs that have been used this frame.
  110400. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110401. */
  110402. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110403. if (this._leftjoystick) {
  110404. var camera = this.camera;
  110405. var speed = camera._computeLocalCameraSpeed() * 50;
  110406. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110407. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110408. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110409. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110410. if (!this._leftjoystick.pressed) {
  110411. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110412. }
  110413. if (!this._rightjoystick.pressed) {
  110414. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110415. }
  110416. }
  110417. };
  110418. /**
  110419. * Attach the input controls to a specific dom element to get the input from.
  110420. * @param element Defines the element the controls should be listened from
  110421. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110422. */
  110423. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110424. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110425. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110426. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110427. this._leftjoystick.setJoystickSensibility(0.15);
  110428. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110429. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110430. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110431. this._rightjoystick.reverseUpDown = true;
  110432. this._rightjoystick.setJoystickSensibility(0.05);
  110433. this._rightjoystick.setJoystickColor("yellow");
  110434. };
  110435. /**
  110436. * Detach the current controls from the specified dom element.
  110437. * @param element Defines the element to stop listening the inputs from
  110438. */
  110439. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110440. this._leftjoystick.releaseCanvas();
  110441. this._rightjoystick.releaseCanvas();
  110442. };
  110443. /**
  110444. * Gets the class name of the current intput.
  110445. * @returns the class name
  110446. */
  110447. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110448. return "FreeCameraVirtualJoystickInput";
  110449. };
  110450. /**
  110451. * Get the friendly name associated with the input class.
  110452. * @returns the input friendly name
  110453. */
  110454. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110455. return "virtualJoystick";
  110456. };
  110457. return FreeCameraVirtualJoystickInput;
  110458. }());
  110459. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110460. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110461. })(BABYLON || (BABYLON = {}));
  110462. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110463. var BABYLON;
  110464. (function (BABYLON) {
  110465. /**
  110466. * Class used to specify simplification options
  110467. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110468. */
  110469. var SimplificationSettings = /** @class */ (function () {
  110470. /**
  110471. * Creates a SimplificationSettings
  110472. * @param quality expected quality
  110473. * @param distance distance when this optimized version should be used
  110474. * @param optimizeMesh already optimized mesh
  110475. */
  110476. function SimplificationSettings(
  110477. /** expected quality */
  110478. quality,
  110479. /** distance when this optimized version should be used */
  110480. distance,
  110481. /** already optimized mesh */
  110482. optimizeMesh) {
  110483. this.quality = quality;
  110484. this.distance = distance;
  110485. this.optimizeMesh = optimizeMesh;
  110486. }
  110487. return SimplificationSettings;
  110488. }());
  110489. BABYLON.SimplificationSettings = SimplificationSettings;
  110490. /**
  110491. * Queue used to order the simplification tasks
  110492. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110493. */
  110494. var SimplificationQueue = /** @class */ (function () {
  110495. /**
  110496. * Creates a new queue
  110497. */
  110498. function SimplificationQueue() {
  110499. this.running = false;
  110500. this._simplificationArray = [];
  110501. }
  110502. /**
  110503. * Adds a new simplification task
  110504. * @param task defines a task to add
  110505. */
  110506. SimplificationQueue.prototype.addTask = function (task) {
  110507. this._simplificationArray.push(task);
  110508. };
  110509. /**
  110510. * Execute next task
  110511. */
  110512. SimplificationQueue.prototype.executeNext = function () {
  110513. var task = this._simplificationArray.pop();
  110514. if (task) {
  110515. this.running = true;
  110516. this.runSimplification(task);
  110517. }
  110518. else {
  110519. this.running = false;
  110520. }
  110521. };
  110522. /**
  110523. * Execute a simplification task
  110524. * @param task defines the task to run
  110525. */
  110526. SimplificationQueue.prototype.runSimplification = function (task) {
  110527. var _this = this;
  110528. if (task.parallelProcessing) {
  110529. //parallel simplifier
  110530. task.settings.forEach(function (setting) {
  110531. var simplifier = _this.getSimplifier(task);
  110532. simplifier.simplify(setting, function (newMesh) {
  110533. task.mesh.addLODLevel(setting.distance, newMesh);
  110534. newMesh.isVisible = true;
  110535. //check if it is the last
  110536. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110537. //all done, run the success callback.
  110538. task.successCallback();
  110539. }
  110540. _this.executeNext();
  110541. });
  110542. });
  110543. }
  110544. else {
  110545. //single simplifier.
  110546. var simplifier = this.getSimplifier(task);
  110547. var runDecimation = function (setting, callback) {
  110548. simplifier.simplify(setting, function (newMesh) {
  110549. task.mesh.addLODLevel(setting.distance, newMesh);
  110550. newMesh.isVisible = true;
  110551. //run the next quality level
  110552. callback();
  110553. });
  110554. };
  110555. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110556. runDecimation(task.settings[loop.index], function () {
  110557. loop.executeNext();
  110558. });
  110559. }, function () {
  110560. //execution ended, run the success callback.
  110561. if (task.successCallback) {
  110562. task.successCallback();
  110563. }
  110564. _this.executeNext();
  110565. });
  110566. }
  110567. };
  110568. SimplificationQueue.prototype.getSimplifier = function (task) {
  110569. switch (task.simplificationType) {
  110570. case SimplificationType.QUADRATIC:
  110571. default:
  110572. return new QuadraticErrorSimplification(task.mesh);
  110573. }
  110574. };
  110575. return SimplificationQueue;
  110576. }());
  110577. BABYLON.SimplificationQueue = SimplificationQueue;
  110578. /**
  110579. * The implemented types of simplification
  110580. * At the moment only Quadratic Error Decimation is implemented
  110581. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110582. */
  110583. var SimplificationType;
  110584. (function (SimplificationType) {
  110585. /** Quadratic error decimation */
  110586. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110587. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110588. var DecimationTriangle = /** @class */ (function () {
  110589. function DecimationTriangle(vertices) {
  110590. this.vertices = vertices;
  110591. this.error = new Array(4);
  110592. this.deleted = false;
  110593. this.isDirty = false;
  110594. this.deletePending = false;
  110595. this.borderFactor = 0;
  110596. }
  110597. return DecimationTriangle;
  110598. }());
  110599. var DecimationVertex = /** @class */ (function () {
  110600. function DecimationVertex(position, id) {
  110601. this.position = position;
  110602. this.id = id;
  110603. this.isBorder = true;
  110604. this.q = new QuadraticMatrix();
  110605. this.triangleCount = 0;
  110606. this.triangleStart = 0;
  110607. this.originalOffsets = [];
  110608. }
  110609. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110610. this.position.copyFrom(newPosition);
  110611. };
  110612. return DecimationVertex;
  110613. }());
  110614. var QuadraticMatrix = /** @class */ (function () {
  110615. function QuadraticMatrix(data) {
  110616. this.data = new Array(10);
  110617. for (var i = 0; i < 10; ++i) {
  110618. if (data && data[i]) {
  110619. this.data[i] = data[i];
  110620. }
  110621. else {
  110622. this.data[i] = 0;
  110623. }
  110624. }
  110625. }
  110626. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110627. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110628. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110629. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110630. return det;
  110631. };
  110632. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110633. for (var i = 0; i < 10; ++i) {
  110634. this.data[i] += matrix.data[i];
  110635. }
  110636. };
  110637. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110638. for (var i = 0; i < 10; ++i) {
  110639. this.data[i] += data[i];
  110640. }
  110641. };
  110642. QuadraticMatrix.prototype.add = function (matrix) {
  110643. var m = new QuadraticMatrix();
  110644. for (var i = 0; i < 10; ++i) {
  110645. m.data[i] = this.data[i] + matrix.data[i];
  110646. }
  110647. return m;
  110648. };
  110649. QuadraticMatrix.FromData = function (a, b, c, d) {
  110650. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110651. };
  110652. //returning an array to avoid garbage collection
  110653. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110654. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110655. };
  110656. return QuadraticMatrix;
  110657. }());
  110658. var Reference = /** @class */ (function () {
  110659. function Reference(vertexId, triangleId) {
  110660. this.vertexId = vertexId;
  110661. this.triangleId = triangleId;
  110662. }
  110663. return Reference;
  110664. }());
  110665. /**
  110666. * An implementation of the Quadratic Error simplification algorithm.
  110667. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110668. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110669. * @author RaananW
  110670. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110671. */
  110672. var QuadraticErrorSimplification = /** @class */ (function () {
  110673. function QuadraticErrorSimplification(_mesh) {
  110674. this._mesh = _mesh;
  110675. this.syncIterations = 5000;
  110676. this.aggressiveness = 7;
  110677. this.decimationIterations = 100;
  110678. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110679. }
  110680. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110681. var _this = this;
  110682. this.initDecimatedMesh();
  110683. //iterating through the submeshes array, one after the other.
  110684. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110685. _this.initWithMesh(loop.index, function () {
  110686. _this.runDecimation(settings, loop.index, function () {
  110687. loop.executeNext();
  110688. });
  110689. }, settings.optimizeMesh);
  110690. }, function () {
  110691. setTimeout(function () {
  110692. successCallback(_this._reconstructedMesh);
  110693. }, 0);
  110694. });
  110695. };
  110696. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110697. var _this = this;
  110698. var targetCount = ~~(this.triangles.length * settings.quality);
  110699. var deletedTriangles = 0;
  110700. var triangleCount = this.triangles.length;
  110701. var iterationFunction = function (iteration, callback) {
  110702. setTimeout(function () {
  110703. if (iteration % 5 === 0) {
  110704. _this.updateMesh(iteration === 0);
  110705. }
  110706. for (var i = 0; i < _this.triangles.length; ++i) {
  110707. _this.triangles[i].isDirty = false;
  110708. }
  110709. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110710. var trianglesIterator = function (i) {
  110711. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110712. var t = _this.triangles[tIdx];
  110713. if (!t) {
  110714. return;
  110715. }
  110716. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110717. return;
  110718. }
  110719. for (var j = 0; j < 3; ++j) {
  110720. if (t.error[j] < threshold) {
  110721. var deleted0 = [];
  110722. var deleted1 = [];
  110723. var v0 = t.vertices[j];
  110724. var v1 = t.vertices[(j + 1) % 3];
  110725. if (v0.isBorder || v1.isBorder) {
  110726. continue;
  110727. }
  110728. var p = BABYLON.Vector3.Zero();
  110729. var n = BABYLON.Vector3.Zero();
  110730. var uv = BABYLON.Vector2.Zero();
  110731. var color = new BABYLON.Color4(0, 0, 0, 1);
  110732. _this.calculateError(v0, v1, p, n, uv, color);
  110733. var delTr = new Array();
  110734. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110735. continue;
  110736. }
  110737. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110738. continue;
  110739. }
  110740. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110741. continue;
  110742. }
  110743. var uniqueArray = new Array();
  110744. delTr.forEach(function (deletedT) {
  110745. if (uniqueArray.indexOf(deletedT) === -1) {
  110746. deletedT.deletePending = true;
  110747. uniqueArray.push(deletedT);
  110748. }
  110749. });
  110750. if (uniqueArray.length % 2 !== 0) {
  110751. continue;
  110752. }
  110753. v0.q = v1.q.add(v0.q);
  110754. v0.updatePosition(p);
  110755. var tStart = _this.references.length;
  110756. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110757. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110758. var tCount = _this.references.length - tStart;
  110759. if (tCount <= v0.triangleCount) {
  110760. if (tCount) {
  110761. for (var c = 0; c < tCount; c++) {
  110762. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110763. }
  110764. }
  110765. }
  110766. else {
  110767. v0.triangleStart = tStart;
  110768. }
  110769. v0.triangleCount = tCount;
  110770. break;
  110771. }
  110772. }
  110773. };
  110774. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110775. }, 0);
  110776. };
  110777. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110778. if (triangleCount - deletedTriangles <= targetCount) {
  110779. loop.breakLoop();
  110780. }
  110781. else {
  110782. iterationFunction(loop.index, function () {
  110783. loop.executeNext();
  110784. });
  110785. }
  110786. }, function () {
  110787. setTimeout(function () {
  110788. //reconstruct this part of the mesh
  110789. _this.reconstructMesh(submeshIndex);
  110790. successCallback();
  110791. }, 0);
  110792. });
  110793. };
  110794. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110795. var _this = this;
  110796. this.vertices = [];
  110797. this.triangles = [];
  110798. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110799. var indices = this._mesh.getIndices();
  110800. var submesh = this._mesh.subMeshes[submeshIndex];
  110801. var findInVertices = function (positionToSearch) {
  110802. if (optimizeMesh) {
  110803. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110804. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110805. return _this.vertices[ii];
  110806. }
  110807. }
  110808. }
  110809. return null;
  110810. };
  110811. var vertexReferences = [];
  110812. var vertexInit = function (i) {
  110813. if (!positionData) {
  110814. return;
  110815. }
  110816. var offset = i + submesh.verticesStart;
  110817. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110818. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110819. vertex.originalOffsets.push(offset);
  110820. if (vertex.id === _this.vertices.length) {
  110821. _this.vertices.push(vertex);
  110822. }
  110823. vertexReferences.push(vertex.id);
  110824. };
  110825. //var totalVertices = mesh.getTotalVertices();
  110826. var totalVertices = submesh.verticesCount;
  110827. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110828. var indicesInit = function (i) {
  110829. if (!indices) {
  110830. return;
  110831. }
  110832. var offset = (submesh.indexStart / 3) + i;
  110833. var pos = (offset * 3);
  110834. var i0 = indices[pos + 0];
  110835. var i1 = indices[pos + 1];
  110836. var i2 = indices[pos + 2];
  110837. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110838. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110839. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110840. var triangle = new DecimationTriangle([v0, v1, v2]);
  110841. triangle.originalOffset = pos;
  110842. _this.triangles.push(triangle);
  110843. };
  110844. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110845. _this.init(callback);
  110846. });
  110847. });
  110848. };
  110849. QuadraticErrorSimplification.prototype.init = function (callback) {
  110850. var _this = this;
  110851. var triangleInit1 = function (i) {
  110852. var t = _this.triangles[i];
  110853. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110854. for (var j = 0; j < 3; j++) {
  110855. 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))));
  110856. }
  110857. };
  110858. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110859. var triangleInit2 = function (i) {
  110860. var t = _this.triangles[i];
  110861. for (var j = 0; j < 3; ++j) {
  110862. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110863. }
  110864. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110865. };
  110866. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110867. callback();
  110868. });
  110869. });
  110870. };
  110871. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110872. var newTriangles = [];
  110873. var i;
  110874. for (i = 0; i < this.vertices.length; ++i) {
  110875. this.vertices[i].triangleCount = 0;
  110876. }
  110877. var t;
  110878. var j;
  110879. for (i = 0; i < this.triangles.length; ++i) {
  110880. if (!this.triangles[i].deleted) {
  110881. t = this.triangles[i];
  110882. for (j = 0; j < 3; ++j) {
  110883. t.vertices[j].triangleCount = 1;
  110884. }
  110885. newTriangles.push(t);
  110886. }
  110887. }
  110888. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110889. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110890. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110891. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110892. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110893. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110894. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110895. var vertexCount = 0;
  110896. for (i = 0; i < this.vertices.length; ++i) {
  110897. var vertex = this.vertices[i];
  110898. vertex.id = vertexCount;
  110899. if (vertex.triangleCount) {
  110900. vertex.originalOffsets.forEach(function (originalOffset) {
  110901. if (!normalData) {
  110902. return;
  110903. }
  110904. newPositionData.push(vertex.position.x);
  110905. newPositionData.push(vertex.position.y);
  110906. newPositionData.push(vertex.position.z);
  110907. newNormalData.push(normalData[originalOffset * 3]);
  110908. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  110909. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  110910. if (uvs && uvs.length) {
  110911. newUVsData.push(uvs[(originalOffset * 2)]);
  110912. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  110913. }
  110914. else if (colorsData && colorsData.length) {
  110915. newColorsData.push(colorsData[(originalOffset * 4)]);
  110916. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  110917. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  110918. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  110919. }
  110920. ++vertexCount;
  110921. });
  110922. }
  110923. }
  110924. var startingIndex = this._reconstructedMesh.getTotalIndices();
  110925. var startingVertex = this._reconstructedMesh.getTotalVertices();
  110926. var submeshesArray = this._reconstructedMesh.subMeshes;
  110927. this._reconstructedMesh.subMeshes = [];
  110928. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  110929. var originalIndices = this._mesh.getIndices();
  110930. for (i = 0; i < newTriangles.length; ++i) {
  110931. t = newTriangles[i]; //now get the new referencing point for each vertex
  110932. [0, 1, 2].forEach(function (idx) {
  110933. var id = originalIndices[t.originalOffset + idx];
  110934. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110935. if (offset < 0) {
  110936. offset = 0;
  110937. }
  110938. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110939. });
  110940. }
  110941. //overwriting the old vertex buffers and indices.
  110942. this._reconstructedMesh.setIndices(newIndicesArray);
  110943. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  110944. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  110945. if (newUVsData.length > 0) {
  110946. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  110947. }
  110948. if (newColorsData.length > 0) {
  110949. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  110950. }
  110951. //create submesh
  110952. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  110953. if (submeshIndex > 0) {
  110954. this._reconstructedMesh.subMeshes = [];
  110955. submeshesArray.forEach(function (submesh) {
  110956. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  110957. });
  110958. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  110959. }
  110960. };
  110961. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  110962. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  110963. this._reconstructedMesh.material = this._mesh.material;
  110964. this._reconstructedMesh.parent = this._mesh.parent;
  110965. this._reconstructedMesh.isVisible = false;
  110966. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  110967. };
  110968. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  110969. for (var i = 0; i < vertex1.triangleCount; ++i) {
  110970. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  110971. if (t.deleted) {
  110972. continue;
  110973. }
  110974. var s = this.references[vertex1.triangleStart + i].vertexId;
  110975. var v1 = t.vertices[(s + 1) % 3];
  110976. var v2 = t.vertices[(s + 2) % 3];
  110977. if ((v1 === vertex2 || v2 === vertex2)) {
  110978. deletedArray[i] = true;
  110979. delTr.push(t);
  110980. continue;
  110981. }
  110982. var d1 = v1.position.subtract(point);
  110983. d1 = d1.normalize();
  110984. var d2 = v2.position.subtract(point);
  110985. d2 = d2.normalize();
  110986. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  110987. return true;
  110988. }
  110989. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  110990. deletedArray[i] = false;
  110991. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  110992. return true;
  110993. }
  110994. }
  110995. return false;
  110996. };
  110997. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  110998. var newDeleted = deletedTriangles;
  110999. for (var i = 0; i < vertex.triangleCount; ++i) {
  111000. var ref = this.references[vertex.triangleStart + i];
  111001. var t = this.triangles[ref.triangleId];
  111002. if (t.deleted) {
  111003. continue;
  111004. }
  111005. if (deletedArray[i] && t.deletePending) {
  111006. t.deleted = true;
  111007. newDeleted++;
  111008. continue;
  111009. }
  111010. t.vertices[ref.vertexId] = origVertex;
  111011. t.isDirty = true;
  111012. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111013. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111014. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111015. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111016. this.references.push(ref);
  111017. }
  111018. return newDeleted;
  111019. };
  111020. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111021. for (var i = 0; i < this.vertices.length; ++i) {
  111022. var vCount = [];
  111023. var vId = [];
  111024. var v = this.vertices[i];
  111025. var j;
  111026. for (j = 0; j < v.triangleCount; ++j) {
  111027. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111028. for (var ii = 0; ii < 3; ii++) {
  111029. var ofs = 0;
  111030. var vv = triangle.vertices[ii];
  111031. while (ofs < vCount.length) {
  111032. if (vId[ofs] === vv.id) {
  111033. break;
  111034. }
  111035. ++ofs;
  111036. }
  111037. if (ofs === vCount.length) {
  111038. vCount.push(1);
  111039. vId.push(vv.id);
  111040. }
  111041. else {
  111042. vCount[ofs]++;
  111043. }
  111044. }
  111045. }
  111046. for (j = 0; j < vCount.length; ++j) {
  111047. if (vCount[j] === 1) {
  111048. this.vertices[vId[j]].isBorder = true;
  111049. }
  111050. else {
  111051. this.vertices[vId[j]].isBorder = false;
  111052. }
  111053. }
  111054. }
  111055. };
  111056. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111057. if (identifyBorders === void 0) { identifyBorders = false; }
  111058. var i;
  111059. if (!identifyBorders) {
  111060. var newTrianglesVector = [];
  111061. for (i = 0; i < this.triangles.length; ++i) {
  111062. if (!this.triangles[i].deleted) {
  111063. newTrianglesVector.push(this.triangles[i]);
  111064. }
  111065. }
  111066. this.triangles = newTrianglesVector;
  111067. }
  111068. for (i = 0; i < this.vertices.length; ++i) {
  111069. this.vertices[i].triangleCount = 0;
  111070. this.vertices[i].triangleStart = 0;
  111071. }
  111072. var t;
  111073. var j;
  111074. var v;
  111075. for (i = 0; i < this.triangles.length; ++i) {
  111076. t = this.triangles[i];
  111077. for (j = 0; j < 3; ++j) {
  111078. v = t.vertices[j];
  111079. v.triangleCount++;
  111080. }
  111081. }
  111082. var tStart = 0;
  111083. for (i = 0; i < this.vertices.length; ++i) {
  111084. this.vertices[i].triangleStart = tStart;
  111085. tStart += this.vertices[i].triangleCount;
  111086. this.vertices[i].triangleCount = 0;
  111087. }
  111088. var newReferences = new Array(this.triangles.length * 3);
  111089. for (i = 0; i < this.triangles.length; ++i) {
  111090. t = this.triangles[i];
  111091. for (j = 0; j < 3; ++j) {
  111092. v = t.vertices[j];
  111093. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111094. v.triangleCount++;
  111095. }
  111096. }
  111097. this.references = newReferences;
  111098. if (identifyBorders) {
  111099. this.identifyBorder();
  111100. }
  111101. };
  111102. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111103. var x = point.x;
  111104. var y = point.y;
  111105. var z = point.z;
  111106. 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
  111107. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111108. };
  111109. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111110. var q = vertex1.q.add(vertex2.q);
  111111. var border = vertex1.isBorder && vertex2.isBorder;
  111112. var error = 0;
  111113. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111114. if (qDet !== 0 && !border) {
  111115. if (!pointResult) {
  111116. pointResult = BABYLON.Vector3.Zero();
  111117. }
  111118. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111119. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111120. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111121. error = this.vertexError(q, pointResult);
  111122. }
  111123. else {
  111124. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111125. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111126. var error1 = this.vertexError(q, vertex1.position);
  111127. var error2 = this.vertexError(q, vertex2.position);
  111128. var error3 = this.vertexError(q, p3);
  111129. error = Math.min(error1, error2, error3);
  111130. if (error === error1) {
  111131. if (pointResult) {
  111132. pointResult.copyFrom(vertex1.position);
  111133. }
  111134. }
  111135. else if (error === error2) {
  111136. if (pointResult) {
  111137. pointResult.copyFrom(vertex2.position);
  111138. }
  111139. }
  111140. else {
  111141. if (pointResult) {
  111142. pointResult.copyFrom(p3);
  111143. }
  111144. }
  111145. }
  111146. return error;
  111147. };
  111148. return QuadraticErrorSimplification;
  111149. }());
  111150. })(BABYLON || (BABYLON = {}));
  111151. //# sourceMappingURL=babylon.meshSimplification.js.map
  111152. var BABYLON;
  111153. (function (BABYLON) {
  111154. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111155. get: function () {
  111156. if (!this._simplificationQueue) {
  111157. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111158. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111159. if (!component) {
  111160. component = new SimplicationQueueSceneComponent(this);
  111161. this._addComponent(component);
  111162. }
  111163. }
  111164. return this._simplificationQueue;
  111165. },
  111166. set: function (value) {
  111167. this._simplificationQueue = value;
  111168. },
  111169. enumerable: true,
  111170. configurable: true
  111171. });
  111172. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111173. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111174. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111175. this.getScene().simplificationQueue.addTask({
  111176. settings: settings,
  111177. parallelProcessing: parallelProcessing,
  111178. mesh: this,
  111179. simplificationType: simplificationType,
  111180. successCallback: successCallback
  111181. });
  111182. return this;
  111183. };
  111184. /**
  111185. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111186. * created in a scene
  111187. */
  111188. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111189. /**
  111190. * Creates a new instance of the component for the given scene
  111191. * @param scene Defines the scene to register the component in
  111192. */
  111193. function SimplicationQueueSceneComponent(scene) {
  111194. /**
  111195. * The component name helpfull to identify the component in the list of scene components.
  111196. */
  111197. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111198. this.scene = scene;
  111199. }
  111200. /**
  111201. * Registers the component in a given scene
  111202. */
  111203. SimplicationQueueSceneComponent.prototype.register = function () {
  111204. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111205. };
  111206. /**
  111207. * Rebuilds the elements related to this component in case of
  111208. * context lost for instance.
  111209. */
  111210. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111211. // Nothing to do for this component
  111212. };
  111213. /**
  111214. * Disposes the component and the associated ressources
  111215. */
  111216. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111217. // Nothing to do for this component
  111218. };
  111219. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111220. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111221. this.scene._simplificationQueue.executeNext();
  111222. }
  111223. };
  111224. return SimplicationQueueSceneComponent;
  111225. }());
  111226. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111227. })(BABYLON || (BABYLON = {}));
  111228. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111229. var BABYLON;
  111230. (function (BABYLON) {
  111231. /**
  111232. * Class used to represent a specific level of detail of a mesh
  111233. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111234. */
  111235. var MeshLODLevel = /** @class */ (function () {
  111236. /**
  111237. * Creates a new LOD level
  111238. * @param distance defines the distance where this level should star being displayed
  111239. * @param mesh defines the mesh to use to render this level
  111240. */
  111241. function MeshLODLevel(
  111242. /** Defines the distance where this level should star being displayed */
  111243. distance,
  111244. /** Defines the mesh to use to render this level */
  111245. mesh) {
  111246. this.distance = distance;
  111247. this.mesh = mesh;
  111248. }
  111249. return MeshLODLevel;
  111250. }());
  111251. BABYLON.MeshLODLevel = MeshLODLevel;
  111252. })(BABYLON || (BABYLON = {}));
  111253. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111254. var BABYLON;
  111255. (function (BABYLON) {
  111256. /**
  111257. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111258. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111259. */
  111260. var SceneOptimization = /** @class */ (function () {
  111261. /**
  111262. * Creates the SceneOptimization object
  111263. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111264. * @param desc defines the description associated with the optimization
  111265. */
  111266. function SceneOptimization(
  111267. /**
  111268. * Defines the priority of this optimization (0 by default which means first in the list)
  111269. */
  111270. priority) {
  111271. if (priority === void 0) { priority = 0; }
  111272. this.priority = priority;
  111273. }
  111274. /**
  111275. * Gets a string describing the action executed by the current optimization
  111276. * @returns description string
  111277. */
  111278. SceneOptimization.prototype.getDescription = function () {
  111279. return "";
  111280. };
  111281. /**
  111282. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111283. * @param scene defines the current scene where to apply this optimization
  111284. * @param optimizer defines the current optimizer
  111285. * @returns true if everything that can be done was applied
  111286. */
  111287. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111288. return true;
  111289. };
  111290. return SceneOptimization;
  111291. }());
  111292. BABYLON.SceneOptimization = SceneOptimization;
  111293. /**
  111294. * Defines an optimization used to reduce the size of render target textures
  111295. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111296. */
  111297. var TextureOptimization = /** @class */ (function (_super) {
  111298. __extends(TextureOptimization, _super);
  111299. /**
  111300. * Creates the TextureOptimization object
  111301. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111302. * @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
  111303. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111304. */
  111305. function TextureOptimization(
  111306. /**
  111307. * Defines the priority of this optimization (0 by default which means first in the list)
  111308. */
  111309. priority,
  111310. /**
  111311. * 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
  111312. */
  111313. maximumSize,
  111314. /**
  111315. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111316. */
  111317. step) {
  111318. if (priority === void 0) { priority = 0; }
  111319. if (maximumSize === void 0) { maximumSize = 1024; }
  111320. if (step === void 0) { step = 0.5; }
  111321. var _this = _super.call(this, priority) || this;
  111322. _this.priority = priority;
  111323. _this.maximumSize = maximumSize;
  111324. _this.step = step;
  111325. return _this;
  111326. }
  111327. /**
  111328. * Gets a string describing the action executed by the current optimization
  111329. * @returns description string
  111330. */
  111331. TextureOptimization.prototype.getDescription = function () {
  111332. return "Reducing render target texture size to " + this.maximumSize;
  111333. };
  111334. /**
  111335. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111336. * @param scene defines the current scene where to apply this optimization
  111337. * @param optimizer defines the current optimizer
  111338. * @returns true if everything that can be done was applied
  111339. */
  111340. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111341. var allDone = true;
  111342. for (var index = 0; index < scene.textures.length; index++) {
  111343. var texture = scene.textures[index];
  111344. if (!texture.canRescale || texture.getContext) {
  111345. continue;
  111346. }
  111347. var currentSize = texture.getSize();
  111348. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111349. if (maxDimension > this.maximumSize) {
  111350. texture.scale(this.step);
  111351. allDone = false;
  111352. }
  111353. }
  111354. return allDone;
  111355. };
  111356. return TextureOptimization;
  111357. }(SceneOptimization));
  111358. BABYLON.TextureOptimization = TextureOptimization;
  111359. /**
  111360. * Defines an optimization used to increase or decrease the rendering resolution
  111361. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111362. */
  111363. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111364. __extends(HardwareScalingOptimization, _super);
  111365. /**
  111366. * Creates the HardwareScalingOptimization object
  111367. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111368. * @param maximumScale defines the maximum scale to use (2 by default)
  111369. * @param step defines the step to use between two passes (0.5 by default)
  111370. */
  111371. function HardwareScalingOptimization(
  111372. /**
  111373. * Defines the priority of this optimization (0 by default which means first in the list)
  111374. */
  111375. priority,
  111376. /**
  111377. * Defines the maximum scale to use (2 by default)
  111378. */
  111379. maximumScale,
  111380. /**
  111381. * Defines the step to use between two passes (0.5 by default)
  111382. */
  111383. step) {
  111384. if (priority === void 0) { priority = 0; }
  111385. if (maximumScale === void 0) { maximumScale = 2; }
  111386. if (step === void 0) { step = 0.25; }
  111387. var _this = _super.call(this, priority) || this;
  111388. _this.priority = priority;
  111389. _this.maximumScale = maximumScale;
  111390. _this.step = step;
  111391. _this._currentScale = -1;
  111392. _this._directionOffset = 1;
  111393. return _this;
  111394. }
  111395. /**
  111396. * Gets a string describing the action executed by the current optimization
  111397. * @return description string
  111398. */
  111399. HardwareScalingOptimization.prototype.getDescription = function () {
  111400. return "Setting hardware scaling level to " + this._currentScale;
  111401. };
  111402. /**
  111403. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111404. * @param scene defines the current scene where to apply this optimization
  111405. * @param optimizer defines the current optimizer
  111406. * @returns true if everything that can be done was applied
  111407. */
  111408. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111409. if (this._currentScale === -1) {
  111410. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111411. if (this._currentScale > this.maximumScale) {
  111412. this._directionOffset = -1;
  111413. }
  111414. }
  111415. this._currentScale += this._directionOffset * this.step;
  111416. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111417. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111418. };
  111419. return HardwareScalingOptimization;
  111420. }(SceneOptimization));
  111421. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111422. /**
  111423. * Defines an optimization used to remove shadows
  111424. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111425. */
  111426. var ShadowsOptimization = /** @class */ (function (_super) {
  111427. __extends(ShadowsOptimization, _super);
  111428. function ShadowsOptimization() {
  111429. return _super !== null && _super.apply(this, arguments) || this;
  111430. }
  111431. /**
  111432. * Gets a string describing the action executed by the current optimization
  111433. * @return description string
  111434. */
  111435. ShadowsOptimization.prototype.getDescription = function () {
  111436. return "Turning shadows on/off";
  111437. };
  111438. /**
  111439. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111440. * @param scene defines the current scene where to apply this optimization
  111441. * @param optimizer defines the current optimizer
  111442. * @returns true if everything that can be done was applied
  111443. */
  111444. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111445. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111446. return true;
  111447. };
  111448. return ShadowsOptimization;
  111449. }(SceneOptimization));
  111450. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111451. /**
  111452. * Defines an optimization used to turn post-processes off
  111453. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111454. */
  111455. var PostProcessesOptimization = /** @class */ (function (_super) {
  111456. __extends(PostProcessesOptimization, _super);
  111457. function PostProcessesOptimization() {
  111458. return _super !== null && _super.apply(this, arguments) || this;
  111459. }
  111460. /**
  111461. * Gets a string describing the action executed by the current optimization
  111462. * @return description string
  111463. */
  111464. PostProcessesOptimization.prototype.getDescription = function () {
  111465. return "Turning post-processes on/off";
  111466. };
  111467. /**
  111468. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111469. * @param scene defines the current scene where to apply this optimization
  111470. * @param optimizer defines the current optimizer
  111471. * @returns true if everything that can be done was applied
  111472. */
  111473. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111474. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111475. return true;
  111476. };
  111477. return PostProcessesOptimization;
  111478. }(SceneOptimization));
  111479. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111480. /**
  111481. * Defines an optimization used to turn lens flares off
  111482. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111483. */
  111484. var LensFlaresOptimization = /** @class */ (function (_super) {
  111485. __extends(LensFlaresOptimization, _super);
  111486. function LensFlaresOptimization() {
  111487. return _super !== null && _super.apply(this, arguments) || this;
  111488. }
  111489. /**
  111490. * Gets a string describing the action executed by the current optimization
  111491. * @return description string
  111492. */
  111493. LensFlaresOptimization.prototype.getDescription = function () {
  111494. return "Turning lens flares on/off";
  111495. };
  111496. /**
  111497. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111498. * @param scene defines the current scene where to apply this optimization
  111499. * @param optimizer defines the current optimizer
  111500. * @returns true if everything that can be done was applied
  111501. */
  111502. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111503. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111504. return true;
  111505. };
  111506. return LensFlaresOptimization;
  111507. }(SceneOptimization));
  111508. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111509. /**
  111510. * Defines an optimization based on user defined callback.
  111511. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111512. */
  111513. var CustomOptimization = /** @class */ (function (_super) {
  111514. __extends(CustomOptimization, _super);
  111515. function CustomOptimization() {
  111516. return _super !== null && _super.apply(this, arguments) || this;
  111517. }
  111518. /**
  111519. * Gets a string describing the action executed by the current optimization
  111520. * @returns description string
  111521. */
  111522. CustomOptimization.prototype.getDescription = function () {
  111523. if (this.onGetDescription) {
  111524. return this.onGetDescription();
  111525. }
  111526. return "Running user defined callback";
  111527. };
  111528. /**
  111529. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111530. * @param scene defines the current scene where to apply this optimization
  111531. * @param optimizer defines the current optimizer
  111532. * @returns true if everything that can be done was applied
  111533. */
  111534. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111535. if (this.onApply) {
  111536. return this.onApply(scene, optimizer);
  111537. }
  111538. return true;
  111539. };
  111540. return CustomOptimization;
  111541. }(SceneOptimization));
  111542. BABYLON.CustomOptimization = CustomOptimization;
  111543. /**
  111544. * Defines an optimization used to turn particles off
  111545. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111546. */
  111547. var ParticlesOptimization = /** @class */ (function (_super) {
  111548. __extends(ParticlesOptimization, _super);
  111549. function ParticlesOptimization() {
  111550. return _super !== null && _super.apply(this, arguments) || this;
  111551. }
  111552. /**
  111553. * Gets a string describing the action executed by the current optimization
  111554. * @return description string
  111555. */
  111556. ParticlesOptimization.prototype.getDescription = function () {
  111557. return "Turning particles on/off";
  111558. };
  111559. /**
  111560. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111561. * @param scene defines the current scene where to apply this optimization
  111562. * @param optimizer defines the current optimizer
  111563. * @returns true if everything that can be done was applied
  111564. */
  111565. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111566. scene.particlesEnabled = optimizer.isInImprovementMode;
  111567. return true;
  111568. };
  111569. return ParticlesOptimization;
  111570. }(SceneOptimization));
  111571. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111572. /**
  111573. * Defines an optimization used to turn render targets off
  111574. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111575. */
  111576. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111577. __extends(RenderTargetsOptimization, _super);
  111578. function RenderTargetsOptimization() {
  111579. return _super !== null && _super.apply(this, arguments) || this;
  111580. }
  111581. /**
  111582. * Gets a string describing the action executed by the current optimization
  111583. * @return description string
  111584. */
  111585. RenderTargetsOptimization.prototype.getDescription = function () {
  111586. return "Turning render targets off";
  111587. };
  111588. /**
  111589. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111590. * @param scene defines the current scene where to apply this optimization
  111591. * @param optimizer defines the current optimizer
  111592. * @returns true if everything that can be done was applied
  111593. */
  111594. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111595. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111596. return true;
  111597. };
  111598. return RenderTargetsOptimization;
  111599. }(SceneOptimization));
  111600. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111601. /**
  111602. * Defines an optimization used to merge meshes with compatible materials
  111603. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111604. */
  111605. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111606. __extends(MergeMeshesOptimization, _super);
  111607. function MergeMeshesOptimization() {
  111608. var _this = _super !== null && _super.apply(this, arguments) || this;
  111609. _this._canBeMerged = function (abstractMesh) {
  111610. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111611. return false;
  111612. }
  111613. var mesh = abstractMesh;
  111614. if (mesh.isDisposed()) {
  111615. return false;
  111616. }
  111617. if (!mesh.isVisible || !mesh.isEnabled()) {
  111618. return false;
  111619. }
  111620. if (mesh.instances.length > 0) {
  111621. return false;
  111622. }
  111623. if (mesh.skeleton || mesh.hasLODLevels) {
  111624. return false;
  111625. }
  111626. return true;
  111627. };
  111628. return _this;
  111629. }
  111630. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111631. /**
  111632. * Gets or sets a boolean which defines if optimization octree has to be updated
  111633. */
  111634. get: function () {
  111635. return MergeMeshesOptimization._UpdateSelectionTree;
  111636. },
  111637. /**
  111638. * Gets or sets a boolean which defines if optimization octree has to be updated
  111639. */
  111640. set: function (value) {
  111641. MergeMeshesOptimization._UpdateSelectionTree = value;
  111642. },
  111643. enumerable: true,
  111644. configurable: true
  111645. });
  111646. /**
  111647. * Gets a string describing the action executed by the current optimization
  111648. * @return description string
  111649. */
  111650. MergeMeshesOptimization.prototype.getDescription = function () {
  111651. return "Merging similar meshes together";
  111652. };
  111653. /**
  111654. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111655. * @param scene defines the current scene where to apply this optimization
  111656. * @param optimizer defines the current optimizer
  111657. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111658. * @returns true if everything that can be done was applied
  111659. */
  111660. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111661. var globalPool = scene.meshes.slice(0);
  111662. var globalLength = globalPool.length;
  111663. for (var index = 0; index < globalLength; index++) {
  111664. var currentPool = new Array();
  111665. var current = globalPool[index];
  111666. // Checks
  111667. if (!this._canBeMerged(current)) {
  111668. continue;
  111669. }
  111670. currentPool.push(current);
  111671. // Find compatible meshes
  111672. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111673. var otherMesh = globalPool[subIndex];
  111674. if (!this._canBeMerged(otherMesh)) {
  111675. continue;
  111676. }
  111677. if (otherMesh.material !== current.material) {
  111678. continue;
  111679. }
  111680. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111681. continue;
  111682. }
  111683. currentPool.push(otherMesh);
  111684. globalLength--;
  111685. globalPool.splice(subIndex, 1);
  111686. subIndex--;
  111687. }
  111688. if (currentPool.length < 2) {
  111689. continue;
  111690. }
  111691. // Merge meshes
  111692. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111693. }
  111694. // Call the octree system optimization if it is defined.
  111695. var sceneAsAny = scene;
  111696. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111697. if (updateSelectionTree != undefined) {
  111698. if (updateSelectionTree) {
  111699. sceneAsAny.createOrUpdateSelectionOctree();
  111700. }
  111701. }
  111702. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111703. sceneAsAny.createOrUpdateSelectionOctree();
  111704. }
  111705. }
  111706. return true;
  111707. };
  111708. MergeMeshesOptimization._UpdateSelectionTree = false;
  111709. return MergeMeshesOptimization;
  111710. }(SceneOptimization));
  111711. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111712. /**
  111713. * Defines a list of options used by SceneOptimizer
  111714. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111715. */
  111716. var SceneOptimizerOptions = /** @class */ (function () {
  111717. /**
  111718. * Creates a new list of options used by SceneOptimizer
  111719. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111720. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111721. */
  111722. function SceneOptimizerOptions(
  111723. /**
  111724. * Defines the target frame rate to reach (60 by default)
  111725. */
  111726. targetFrameRate,
  111727. /**
  111728. * Defines the interval between two checkes (2000ms by default)
  111729. */
  111730. trackerDuration) {
  111731. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111732. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111733. this.targetFrameRate = targetFrameRate;
  111734. this.trackerDuration = trackerDuration;
  111735. /**
  111736. * Gets the list of optimizations to apply
  111737. */
  111738. this.optimizations = new Array();
  111739. }
  111740. /**
  111741. * Add a new optimization
  111742. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111743. * @returns the current SceneOptimizerOptions
  111744. */
  111745. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111746. this.optimizations.push(optimization);
  111747. return this;
  111748. };
  111749. /**
  111750. * Add a new custom optimization
  111751. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111752. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111753. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111754. * @returns the current SceneOptimizerOptions
  111755. */
  111756. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111757. if (priority === void 0) { priority = 0; }
  111758. var optimization = new CustomOptimization(priority);
  111759. optimization.onApply = onApply;
  111760. optimization.onGetDescription = onGetDescription;
  111761. this.optimizations.push(optimization);
  111762. return this;
  111763. };
  111764. /**
  111765. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111766. * @param targetFrameRate defines the target frame rate (60 by default)
  111767. * @returns a SceneOptimizerOptions object
  111768. */
  111769. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111770. var result = new SceneOptimizerOptions(targetFrameRate);
  111771. var priority = 0;
  111772. result.addOptimization(new MergeMeshesOptimization(priority));
  111773. result.addOptimization(new ShadowsOptimization(priority));
  111774. result.addOptimization(new LensFlaresOptimization(priority));
  111775. // Next priority
  111776. priority++;
  111777. result.addOptimization(new PostProcessesOptimization(priority));
  111778. result.addOptimization(new ParticlesOptimization(priority));
  111779. // Next priority
  111780. priority++;
  111781. result.addOptimization(new TextureOptimization(priority, 1024));
  111782. return result;
  111783. };
  111784. /**
  111785. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111786. * @param targetFrameRate defines the target frame rate (60 by default)
  111787. * @returns a SceneOptimizerOptions object
  111788. */
  111789. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111790. var result = new SceneOptimizerOptions(targetFrameRate);
  111791. var priority = 0;
  111792. result.addOptimization(new MergeMeshesOptimization(priority));
  111793. result.addOptimization(new ShadowsOptimization(priority));
  111794. result.addOptimization(new LensFlaresOptimization(priority));
  111795. // Next priority
  111796. priority++;
  111797. result.addOptimization(new PostProcessesOptimization(priority));
  111798. result.addOptimization(new ParticlesOptimization(priority));
  111799. // Next priority
  111800. priority++;
  111801. result.addOptimization(new TextureOptimization(priority, 512));
  111802. // Next priority
  111803. priority++;
  111804. result.addOptimization(new RenderTargetsOptimization(priority));
  111805. // Next priority
  111806. priority++;
  111807. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111808. return result;
  111809. };
  111810. /**
  111811. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111812. * @param targetFrameRate defines the target frame rate (60 by default)
  111813. * @returns a SceneOptimizerOptions object
  111814. */
  111815. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111816. var result = new SceneOptimizerOptions(targetFrameRate);
  111817. var priority = 0;
  111818. result.addOptimization(new MergeMeshesOptimization(priority));
  111819. result.addOptimization(new ShadowsOptimization(priority));
  111820. result.addOptimization(new LensFlaresOptimization(priority));
  111821. // Next priority
  111822. priority++;
  111823. result.addOptimization(new PostProcessesOptimization(priority));
  111824. result.addOptimization(new ParticlesOptimization(priority));
  111825. // Next priority
  111826. priority++;
  111827. result.addOptimization(new TextureOptimization(priority, 256));
  111828. // Next priority
  111829. priority++;
  111830. result.addOptimization(new RenderTargetsOptimization(priority));
  111831. // Next priority
  111832. priority++;
  111833. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111834. return result;
  111835. };
  111836. return SceneOptimizerOptions;
  111837. }());
  111838. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111839. /**
  111840. * Class used to run optimizations in order to reach a target frame rate
  111841. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111842. */
  111843. var SceneOptimizer = /** @class */ (function () {
  111844. /**
  111845. * Creates a new SceneOptimizer
  111846. * @param scene defines the scene to work on
  111847. * @param options defines the options to use with the SceneOptimizer
  111848. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111849. * @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)
  111850. */
  111851. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111852. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111853. if (improvementMode === void 0) { improvementMode = false; }
  111854. var _this = this;
  111855. this._isRunning = false;
  111856. this._currentPriorityLevel = 0;
  111857. this._targetFrameRate = 60;
  111858. this._trackerDuration = 2000;
  111859. this._currentFrameRate = 0;
  111860. this._improvementMode = false;
  111861. /**
  111862. * Defines an observable called when the optimizer reaches the target frame rate
  111863. */
  111864. this.onSuccessObservable = new BABYLON.Observable();
  111865. /**
  111866. * Defines an observable called when the optimizer enables an optimization
  111867. */
  111868. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111869. /**
  111870. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111871. */
  111872. this.onFailureObservable = new BABYLON.Observable();
  111873. if (!options) {
  111874. this._options = new SceneOptimizerOptions();
  111875. }
  111876. else {
  111877. this._options = options;
  111878. }
  111879. if (this._options.targetFrameRate) {
  111880. this._targetFrameRate = this._options.targetFrameRate;
  111881. }
  111882. if (this._options.trackerDuration) {
  111883. this._trackerDuration = this._options.trackerDuration;
  111884. }
  111885. if (autoGeneratePriorities) {
  111886. var priority = 0;
  111887. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111888. var optim = _a[_i];
  111889. optim.priority = priority++;
  111890. }
  111891. }
  111892. this._improvementMode = improvementMode;
  111893. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111894. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111895. _this._sceneDisposeObserver = null;
  111896. _this.dispose();
  111897. });
  111898. }
  111899. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  111900. /**
  111901. * Gets a boolean indicating if the optimizer is in improvement mode
  111902. */
  111903. get: function () {
  111904. return this._improvementMode;
  111905. },
  111906. enumerable: true,
  111907. configurable: true
  111908. });
  111909. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  111910. /**
  111911. * Gets the current priority level (0 at start)
  111912. */
  111913. get: function () {
  111914. return this._currentPriorityLevel;
  111915. },
  111916. enumerable: true,
  111917. configurable: true
  111918. });
  111919. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  111920. /**
  111921. * Gets the current frame rate checked by the SceneOptimizer
  111922. */
  111923. get: function () {
  111924. return this._currentFrameRate;
  111925. },
  111926. enumerable: true,
  111927. configurable: true
  111928. });
  111929. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  111930. /**
  111931. * Gets or sets the current target frame rate (60 by default)
  111932. */
  111933. get: function () {
  111934. return this._targetFrameRate;
  111935. },
  111936. /**
  111937. * Gets or sets the current target frame rate (60 by default)
  111938. */
  111939. set: function (value) {
  111940. this._targetFrameRate = value;
  111941. },
  111942. enumerable: true,
  111943. configurable: true
  111944. });
  111945. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  111946. /**
  111947. * Gets or sets the current interval between two checks (every 2000ms by default)
  111948. */
  111949. get: function () {
  111950. return this._trackerDuration;
  111951. },
  111952. /**
  111953. * Gets or sets the current interval between two checks (every 2000ms by default)
  111954. */
  111955. set: function (value) {
  111956. this._trackerDuration = value;
  111957. },
  111958. enumerable: true,
  111959. configurable: true
  111960. });
  111961. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  111962. /**
  111963. * Gets the list of active optimizations
  111964. */
  111965. get: function () {
  111966. return this._options.optimizations;
  111967. },
  111968. enumerable: true,
  111969. configurable: true
  111970. });
  111971. /**
  111972. * Stops the current optimizer
  111973. */
  111974. SceneOptimizer.prototype.stop = function () {
  111975. this._isRunning = false;
  111976. };
  111977. /**
  111978. * Reset the optimizer to initial step (current priority level = 0)
  111979. */
  111980. SceneOptimizer.prototype.reset = function () {
  111981. this._currentPriorityLevel = 0;
  111982. };
  111983. /**
  111984. * Start the optimizer. By default it will try to reach a specific framerate
  111985. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  111986. */
  111987. SceneOptimizer.prototype.start = function () {
  111988. var _this = this;
  111989. if (this._isRunning) {
  111990. return;
  111991. }
  111992. this._isRunning = true;
  111993. // Let's wait for the scene to be ready before running our check
  111994. this._scene.executeWhenReady(function () {
  111995. setTimeout(function () {
  111996. _this._checkCurrentState();
  111997. }, _this._trackerDuration);
  111998. });
  111999. };
  112000. SceneOptimizer.prototype._checkCurrentState = function () {
  112001. var _this = this;
  112002. if (!this._isRunning) {
  112003. return;
  112004. }
  112005. var scene = this._scene;
  112006. var options = this._options;
  112007. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112008. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112009. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112010. this._isRunning = false;
  112011. this.onSuccessObservable.notifyObservers(this);
  112012. return;
  112013. }
  112014. // Apply current level of optimizations
  112015. var allDone = true;
  112016. var noOptimizationApplied = true;
  112017. for (var index = 0; index < options.optimizations.length; index++) {
  112018. var optimization = options.optimizations[index];
  112019. if (optimization.priority === this._currentPriorityLevel) {
  112020. noOptimizationApplied = false;
  112021. allDone = allDone && optimization.apply(scene, this);
  112022. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112023. }
  112024. }
  112025. // If no optimization was applied, this is a failure :(
  112026. if (noOptimizationApplied) {
  112027. this._isRunning = false;
  112028. this.onFailureObservable.notifyObservers(this);
  112029. return;
  112030. }
  112031. // If all optimizations were done, move to next level
  112032. if (allDone) {
  112033. this._currentPriorityLevel++;
  112034. }
  112035. // Let's the system running for a specific amount of time before checking FPS
  112036. scene.executeWhenReady(function () {
  112037. setTimeout(function () {
  112038. _this._checkCurrentState();
  112039. }, _this._trackerDuration);
  112040. });
  112041. };
  112042. /**
  112043. * Release all resources
  112044. */
  112045. SceneOptimizer.prototype.dispose = function () {
  112046. this.stop();
  112047. this.onSuccessObservable.clear();
  112048. this.onFailureObservable.clear();
  112049. this.onNewOptimizationAppliedObservable.clear();
  112050. if (this._sceneDisposeObserver) {
  112051. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112052. }
  112053. };
  112054. /**
  112055. * Helper function to create a SceneOptimizer with one single line of code
  112056. * @param scene defines the scene to work on
  112057. * @param options defines the options to use with the SceneOptimizer
  112058. * @param onSuccess defines a callback to call on success
  112059. * @param onFailure defines a callback to call on failure
  112060. * @returns the new SceneOptimizer object
  112061. */
  112062. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112063. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112064. if (onSuccess) {
  112065. optimizer.onSuccessObservable.add(function () {
  112066. onSuccess();
  112067. });
  112068. }
  112069. if (onFailure) {
  112070. optimizer.onFailureObservable.add(function () {
  112071. onFailure();
  112072. });
  112073. }
  112074. optimizer.start();
  112075. return optimizer;
  112076. };
  112077. return SceneOptimizer;
  112078. }());
  112079. BABYLON.SceneOptimizer = SceneOptimizer;
  112080. })(BABYLON || (BABYLON = {}));
  112081. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112082. var BABYLON;
  112083. (function (BABYLON) {
  112084. /**
  112085. * Gets the outline renderer associated with the scene
  112086. * @returns a OutlineRenderer
  112087. */
  112088. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112089. if (!this._outlineRenderer) {
  112090. this._outlineRenderer = new OutlineRenderer(this);
  112091. }
  112092. return this._outlineRenderer;
  112093. };
  112094. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112095. get: function () {
  112096. return this._renderOutline;
  112097. },
  112098. set: function (value) {
  112099. if (value) {
  112100. // Lazy Load the component.
  112101. this.getScene().getOutlineRenderer();
  112102. }
  112103. this._renderOutline = value;
  112104. },
  112105. enumerable: true,
  112106. configurable: true
  112107. });
  112108. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112109. get: function () {
  112110. return this._renderOverlay;
  112111. },
  112112. set: function (value) {
  112113. if (value) {
  112114. // Lazy Load the component.
  112115. this.getScene().getOutlineRenderer();
  112116. }
  112117. this._renderOverlay = value;
  112118. },
  112119. enumerable: true,
  112120. configurable: true
  112121. });
  112122. /**
  112123. * This class is responsible to draw bothe outline/overlay of meshes.
  112124. * It should not be used directly but through the available method on mesh.
  112125. */
  112126. var OutlineRenderer = /** @class */ (function () {
  112127. /**
  112128. * Instantiates a new outline renderer. (There could be only one per scene).
  112129. * @param scene Defines the scene it belongs to
  112130. */
  112131. function OutlineRenderer(scene) {
  112132. /**
  112133. * The name of the component. Each component must have a unique name.
  112134. */
  112135. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112136. /**
  112137. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112138. */
  112139. this.zOffset = 1;
  112140. this.scene = scene;
  112141. this._engine = scene.getEngine();
  112142. this.scene._addComponent(this);
  112143. }
  112144. /**
  112145. * Register the component to one instance of a scene.
  112146. */
  112147. OutlineRenderer.prototype.register = function () {
  112148. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112149. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112150. };
  112151. /**
  112152. * Rebuilds the elements related to this component in case of
  112153. * context lost for instance.
  112154. */
  112155. OutlineRenderer.prototype.rebuild = function () {
  112156. // Nothing to do here.
  112157. };
  112158. /**
  112159. * Disposes the component and the associated ressources.
  112160. */
  112161. OutlineRenderer.prototype.dispose = function () {
  112162. // Nothing to do here.
  112163. };
  112164. /**
  112165. * Renders the outline in the canvas.
  112166. * @param subMesh Defines the sumesh to render
  112167. * @param batch Defines the batch of meshes in case of instances
  112168. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112169. */
  112170. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112171. var _this = this;
  112172. if (useOverlay === void 0) { useOverlay = false; }
  112173. var scene = this.scene;
  112174. var engine = scene.getEngine();
  112175. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112176. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112177. return;
  112178. }
  112179. var mesh = subMesh.getRenderingMesh();
  112180. var material = subMesh.getMaterial();
  112181. if (!material || !scene.activeCamera) {
  112182. return;
  112183. }
  112184. engine.enableEffect(this._effect);
  112185. // Logarithmic depth
  112186. if (material.useLogarithmicDepth) {
  112187. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112188. }
  112189. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112190. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112191. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112192. // Bones
  112193. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112194. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112195. }
  112196. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112197. // Alpha test
  112198. if (material && material.needAlphaTesting()) {
  112199. var alphaTexture = material.getAlphaTestTexture();
  112200. if (alphaTexture) {
  112201. this._effect.setTexture("diffuseSampler", alphaTexture);
  112202. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112203. }
  112204. }
  112205. engine.setZOffset(-this.zOffset);
  112206. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112207. engine.setZOffset(0);
  112208. };
  112209. /**
  112210. * Returns whether or not the outline renderer is ready for a given submesh.
  112211. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112212. * @param subMesh Defines the submesh to check readyness for
  112213. * @param useInstances Defines wheter wee are trying to render instances or not
  112214. * @returns true if ready otherwise false
  112215. */
  112216. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112217. var defines = [];
  112218. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112219. var mesh = subMesh.getMesh();
  112220. var material = subMesh.getMaterial();
  112221. if (material) {
  112222. // Alpha test
  112223. if (material.needAlphaTesting()) {
  112224. defines.push("#define ALPHATEST");
  112225. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112226. attribs.push(BABYLON.VertexBuffer.UVKind);
  112227. defines.push("#define UV1");
  112228. }
  112229. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112230. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112231. defines.push("#define UV2");
  112232. }
  112233. }
  112234. //Logarithmic depth
  112235. if (material.useLogarithmicDepth) {
  112236. defines.push("#define LOGARITHMICDEPTH");
  112237. }
  112238. }
  112239. // Bones
  112240. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112241. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112242. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112243. if (mesh.numBoneInfluencers > 4) {
  112244. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112245. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112246. }
  112247. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112248. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112249. }
  112250. else {
  112251. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112252. }
  112253. // Instances
  112254. if (useInstances) {
  112255. defines.push("#define INSTANCES");
  112256. attribs.push("world0");
  112257. attribs.push("world1");
  112258. attribs.push("world2");
  112259. attribs.push("world3");
  112260. }
  112261. // Get correct effect
  112262. var join = defines.join("\n");
  112263. if (this._cachedDefines !== join) {
  112264. this._cachedDefines = join;
  112265. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112266. }
  112267. return this._effect.isReady();
  112268. };
  112269. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112270. // Outline - step 1
  112271. this._savedDepthWrite = this._engine.getDepthWrite();
  112272. if (mesh.renderOutline) {
  112273. this._engine.setDepthWrite(false);
  112274. this.render(subMesh, batch);
  112275. this._engine.setDepthWrite(this._savedDepthWrite);
  112276. }
  112277. };
  112278. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112279. // Outline - step 2
  112280. if (mesh.renderOutline && this._savedDepthWrite) {
  112281. this._engine.setDepthWrite(true);
  112282. this._engine.setColorWrite(false);
  112283. this.render(subMesh, batch);
  112284. this._engine.setColorWrite(true);
  112285. }
  112286. // Overlay
  112287. if (mesh.renderOverlay) {
  112288. var currentMode = this._engine.getAlphaMode();
  112289. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112290. this.render(subMesh, batch, true);
  112291. this._engine.setAlphaMode(currentMode);
  112292. }
  112293. };
  112294. return OutlineRenderer;
  112295. }());
  112296. BABYLON.OutlineRenderer = OutlineRenderer;
  112297. })(BABYLON || (BABYLON = {}));
  112298. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112299. var BABYLON;
  112300. (function (BABYLON) {
  112301. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112302. if (this._edgesRenderer) {
  112303. this._edgesRenderer.dispose();
  112304. this._edgesRenderer = null;
  112305. }
  112306. return this;
  112307. };
  112308. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112309. if (epsilon === void 0) { epsilon = 0.95; }
  112310. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112311. this.disableEdgesRendering();
  112312. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112313. return this;
  112314. };
  112315. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112316. get: function () {
  112317. return this._edgesRenderer;
  112318. },
  112319. enumerable: true,
  112320. configurable: true
  112321. });
  112322. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112323. if (epsilon === void 0) { epsilon = 0.95; }
  112324. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112325. this.disableEdgesRendering();
  112326. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112327. return this;
  112328. };
  112329. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112330. if (epsilon === void 0) { epsilon = 0.95; }
  112331. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112332. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112333. return this;
  112334. };
  112335. /**
  112336. * FaceAdjacencies Helper class to generate edges
  112337. */
  112338. var FaceAdjacencies = /** @class */ (function () {
  112339. function FaceAdjacencies() {
  112340. this.edges = new Array();
  112341. this.edgesConnectedCount = 0;
  112342. }
  112343. return FaceAdjacencies;
  112344. }());
  112345. /**
  112346. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112347. */
  112348. var EdgesRenderer = /** @class */ (function () {
  112349. /**
  112350. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112351. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112352. * @param source Mesh used to create edges
  112353. * @param epsilon sum of angles in adjacency to check for edge
  112354. * @param checkVerticesInsteadOfIndices
  112355. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112356. */
  112357. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112358. if (epsilon === void 0) { epsilon = 0.95; }
  112359. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112360. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112361. var _this = this;
  112362. /**
  112363. * Define the size of the edges with an orthographic camera
  112364. */
  112365. this.edgesWidthScalerForOrthographic = 1000.0;
  112366. /**
  112367. * Define the size of the edges with a perspective camera
  112368. */
  112369. this.edgesWidthScalerForPerspective = 50.0;
  112370. this._linesPositions = new Array();
  112371. this._linesNormals = new Array();
  112372. this._linesIndices = new Array();
  112373. this._buffers = {};
  112374. this._checkVerticesInsteadOfIndices = false;
  112375. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112376. this.isEnabled = true;
  112377. this._source = source;
  112378. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112379. this._epsilon = epsilon;
  112380. this._prepareRessources();
  112381. if (generateEdgesLines) {
  112382. this._generateEdgesLines();
  112383. }
  112384. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112385. _this._rebuild();
  112386. });
  112387. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112388. _this.dispose();
  112389. });
  112390. }
  112391. EdgesRenderer.prototype._prepareRessources = function () {
  112392. if (this._lineShader) {
  112393. return;
  112394. }
  112395. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112396. attributes: ["position", "normal"],
  112397. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112398. });
  112399. this._lineShader.disableDepthWrite = true;
  112400. this._lineShader.backFaceCulling = false;
  112401. };
  112402. /** @hidden */
  112403. EdgesRenderer.prototype._rebuild = function () {
  112404. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112405. if (buffer) {
  112406. buffer._rebuild();
  112407. }
  112408. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112409. if (buffer) {
  112410. buffer._rebuild();
  112411. }
  112412. var scene = this._source.getScene();
  112413. var engine = scene.getEngine();
  112414. this._ib = engine.createIndexBuffer(this._linesIndices);
  112415. };
  112416. /**
  112417. * Releases the required resources for the edges renderer
  112418. */
  112419. EdgesRenderer.prototype.dispose = function () {
  112420. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112421. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112422. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112423. if (buffer) {
  112424. buffer.dispose();
  112425. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112426. }
  112427. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112428. if (buffer) {
  112429. buffer.dispose();
  112430. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112431. }
  112432. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112433. this._lineShader.dispose();
  112434. };
  112435. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112436. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112437. return 0;
  112438. }
  112439. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112440. return 1;
  112441. }
  112442. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112443. return 2;
  112444. }
  112445. return -1;
  112446. };
  112447. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112448. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112449. return 0;
  112450. }
  112451. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112452. return 1;
  112453. }
  112454. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112455. return 2;
  112456. }
  112457. return -1;
  112458. };
  112459. /**
  112460. * Checks if the pair of p0 and p1 is en edge
  112461. * @param faceIndex
  112462. * @param edge
  112463. * @param faceNormals
  112464. * @param p0
  112465. * @param p1
  112466. * @private
  112467. */
  112468. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112469. var needToCreateLine;
  112470. if (edge === undefined) {
  112471. needToCreateLine = true;
  112472. }
  112473. else {
  112474. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112475. needToCreateLine = dotProduct < this._epsilon;
  112476. }
  112477. if (needToCreateLine) {
  112478. this.createLine(p0, p1, this._linesPositions.length / 3);
  112479. }
  112480. };
  112481. /**
  112482. * push line into the position, normal and index buffer
  112483. * @protected
  112484. */
  112485. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112486. // Positions
  112487. 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);
  112488. // Normals
  112489. 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);
  112490. // Indices
  112491. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112492. };
  112493. /**
  112494. * Generates lines edges from adjacencjes
  112495. * @private
  112496. */
  112497. EdgesRenderer.prototype._generateEdgesLines = function () {
  112498. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112499. var indices = this._source.getIndices();
  112500. if (!indices || !positions) {
  112501. return;
  112502. }
  112503. // First let's find adjacencies
  112504. var adjacencies = new Array();
  112505. var faceNormals = new Array();
  112506. var index;
  112507. var faceAdjacencies;
  112508. // Prepare faces
  112509. for (index = 0; index < indices.length; index += 3) {
  112510. faceAdjacencies = new FaceAdjacencies();
  112511. var p0Index = indices[index];
  112512. var p1Index = indices[index + 1];
  112513. var p2Index = indices[index + 2];
  112514. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112515. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112516. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112517. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112518. faceNormal.normalize();
  112519. faceNormals.push(faceNormal);
  112520. adjacencies.push(faceAdjacencies);
  112521. }
  112522. // Scan
  112523. for (index = 0; index < adjacencies.length; index++) {
  112524. faceAdjacencies = adjacencies[index];
  112525. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112526. var otherFaceAdjacencies = adjacencies[otherIndex];
  112527. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112528. break;
  112529. }
  112530. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112531. continue;
  112532. }
  112533. var otherP0 = indices[otherIndex * 3];
  112534. var otherP1 = indices[otherIndex * 3 + 1];
  112535. var otherP2 = indices[otherIndex * 3 + 2];
  112536. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112537. var otherEdgeIndex = 0;
  112538. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112539. continue;
  112540. }
  112541. switch (edgeIndex) {
  112542. case 0:
  112543. if (this._checkVerticesInsteadOfIndices) {
  112544. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112545. }
  112546. else {
  112547. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112548. }
  112549. break;
  112550. case 1:
  112551. if (this._checkVerticesInsteadOfIndices) {
  112552. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112553. }
  112554. else {
  112555. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112556. }
  112557. break;
  112558. case 2:
  112559. if (this._checkVerticesInsteadOfIndices) {
  112560. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112561. }
  112562. else {
  112563. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112564. }
  112565. break;
  112566. }
  112567. if (otherEdgeIndex === -1) {
  112568. continue;
  112569. }
  112570. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112571. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112572. faceAdjacencies.edgesConnectedCount++;
  112573. otherFaceAdjacencies.edgesConnectedCount++;
  112574. if (faceAdjacencies.edgesConnectedCount === 3) {
  112575. break;
  112576. }
  112577. }
  112578. }
  112579. }
  112580. // Create lines
  112581. for (index = 0; index < adjacencies.length; index++) {
  112582. // 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
  112583. var current = adjacencies[index];
  112584. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112585. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112586. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112587. }
  112588. // Merge into a single mesh
  112589. var engine = this._source.getScene().getEngine();
  112590. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112591. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112592. this._ib = engine.createIndexBuffer(this._linesIndices);
  112593. this._indicesCount = this._linesIndices.length;
  112594. };
  112595. /**
  112596. * Checks wether or not the edges renderer is ready to render.
  112597. * @return true if ready, otherwise false.
  112598. */
  112599. EdgesRenderer.prototype.isReady = function () {
  112600. return this._lineShader.isReady();
  112601. };
  112602. /**
  112603. * Renders the edges of the attached mesh,
  112604. */
  112605. EdgesRenderer.prototype.render = function () {
  112606. var scene = this._source.getScene();
  112607. if (!this.isReady() || !scene.activeCamera) {
  112608. return;
  112609. }
  112610. var engine = scene.getEngine();
  112611. this._lineShader._preBind();
  112612. if (this._source.edgesColor.a !== 1) {
  112613. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112614. }
  112615. else {
  112616. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112617. }
  112618. // VBOs
  112619. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112620. scene.resetCachedMaterial();
  112621. this._lineShader.setColor4("color", this._source.edgesColor);
  112622. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112623. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112624. }
  112625. else {
  112626. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112627. }
  112628. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112629. this._lineShader.bind(this._source.getWorldMatrix());
  112630. // Draw order
  112631. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112632. this._lineShader.unbind();
  112633. };
  112634. return EdgesRenderer;
  112635. }());
  112636. BABYLON.EdgesRenderer = EdgesRenderer;
  112637. })(BABYLON || (BABYLON = {}));
  112638. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112639. var BABYLON;
  112640. (function (BABYLON) {
  112641. /**
  112642. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112643. */
  112644. var LineEdgesRenderer = /** @class */ (function (_super) {
  112645. __extends(LineEdgesRenderer, _super);
  112646. /**
  112647. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112648. * @param source LineMesh used to generate edges
  112649. * @param epsilon not important (specified angle for edge detection)
  112650. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112651. */
  112652. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112653. if (epsilon === void 0) { epsilon = 0.95; }
  112654. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112655. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112656. _this._generateEdgesLines();
  112657. return _this;
  112658. }
  112659. /**
  112660. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112661. */
  112662. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112663. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112664. var indices = this._source.getIndices();
  112665. if (!indices || !positions) {
  112666. return;
  112667. }
  112668. var p0 = BABYLON.Tmp.Vector3[0];
  112669. var p1 = BABYLON.Tmp.Vector3[1];
  112670. var len = indices.length - 1;
  112671. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112672. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112673. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112674. this.createLine(p0, p1, offset);
  112675. }
  112676. // Merge into a single mesh
  112677. var engine = this._source.getScene().getEngine();
  112678. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112679. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112680. this._ib = engine.createIndexBuffer(this._linesIndices);
  112681. this._indicesCount = this._linesIndices.length;
  112682. };
  112683. return LineEdgesRenderer;
  112684. }(BABYLON.EdgesRenderer));
  112685. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112686. })(BABYLON || (BABYLON = {}));
  112687. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112688. var BABYLON;
  112689. (function (BABYLON) {
  112690. // Adds the parser to the scene parsers.
  112691. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112692. if (parsedData.effectLayers) {
  112693. if (!container.effectLayers) {
  112694. container.effectLayers = new Array();
  112695. }
  112696. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112697. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112698. container.effectLayers.push(effectLayer);
  112699. }
  112700. }
  112701. });
  112702. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112703. var index = this.effectLayers.indexOf(toRemove);
  112704. if (index !== -1) {
  112705. this.effectLayers.splice(index, 1);
  112706. }
  112707. return index;
  112708. };
  112709. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112710. this.effectLayers.push(newEffectLayer);
  112711. };
  112712. /**
  112713. * Defines the layer scene component responsible to manage any effect layers
  112714. * in a given scene.
  112715. */
  112716. var EffectLayerSceneComponent = /** @class */ (function () {
  112717. /**
  112718. * Creates a new instance of the component for the given scene
  112719. * @param scene Defines the scene to register the component in
  112720. */
  112721. function EffectLayerSceneComponent(scene) {
  112722. /**
  112723. * The component name helpfull to identify the component in the list of scene components.
  112724. */
  112725. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112726. this._renderEffects = false;
  112727. this._needStencil = false;
  112728. this._previousStencilState = false;
  112729. this.scene = scene;
  112730. this._engine = scene.getEngine();
  112731. scene.effectLayers = new Array();
  112732. }
  112733. /**
  112734. * Registers the component in a given scene
  112735. */
  112736. EffectLayerSceneComponent.prototype.register = function () {
  112737. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112738. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112739. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112740. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112741. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112742. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112743. };
  112744. /**
  112745. * Rebuilds the elements related to this component in case of
  112746. * context lost for instance.
  112747. */
  112748. EffectLayerSceneComponent.prototype.rebuild = function () {
  112749. var layers = this.scene.effectLayers;
  112750. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112751. var effectLayer = layers_1[_i];
  112752. effectLayer._rebuild();
  112753. }
  112754. };
  112755. /**
  112756. * Serializes the component data to the specified json object
  112757. * @param serializationObject The object to serialize to
  112758. */
  112759. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112760. // Effect layers
  112761. serializationObject.effectLayers = [];
  112762. var layers = this.scene.effectLayers;
  112763. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112764. var effectLayer = layers_2[_i];
  112765. if (effectLayer.serialize) {
  112766. serializationObject.effectLayers.push(effectLayer.serialize());
  112767. }
  112768. }
  112769. };
  112770. /**
  112771. * Adds all the element from the container to the scene
  112772. * @param container the container holding the elements
  112773. */
  112774. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112775. var _this = this;
  112776. if (!container.effectLayers) {
  112777. return;
  112778. }
  112779. container.effectLayers.forEach(function (o) {
  112780. _this.scene.addEffectLayer(o);
  112781. });
  112782. };
  112783. /**
  112784. * Removes all the elements in the container from the scene
  112785. * @param container contains the elements to remove
  112786. */
  112787. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112788. var _this = this;
  112789. if (!container.effectLayers) {
  112790. return;
  112791. }
  112792. container.effectLayers.forEach(function (o) {
  112793. _this.scene.removeEffectLayer(o);
  112794. });
  112795. };
  112796. /**
  112797. * Disposes the component and the associated ressources.
  112798. */
  112799. EffectLayerSceneComponent.prototype.dispose = function () {
  112800. var layers = this.scene.effectLayers;
  112801. while (layers.length) {
  112802. layers[0].dispose();
  112803. }
  112804. };
  112805. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112806. var layers = this.scene.effectLayers;
  112807. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112808. var layer = layers_3[_i];
  112809. if (!layer.hasMesh(mesh)) {
  112810. continue;
  112811. }
  112812. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112813. var subMesh = _b[_a];
  112814. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112815. return false;
  112816. }
  112817. }
  112818. }
  112819. return true;
  112820. };
  112821. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112822. this._renderEffects = false;
  112823. this._needStencil = false;
  112824. var layers = this.scene.effectLayers;
  112825. if (layers && layers.length > 0) {
  112826. this._previousStencilState = this._engine.getStencilBuffer();
  112827. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112828. var effectLayer = layers_4[_i];
  112829. if (effectLayer.shouldRender() &&
  112830. (!effectLayer.camera ||
  112831. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112832. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112833. this._renderEffects = true;
  112834. this._needStencil = this._needStencil || effectLayer.needStencil();
  112835. var renderTarget = effectLayer._mainTexture;
  112836. if (renderTarget._shouldRender()) {
  112837. this.scene.incrementRenderId();
  112838. renderTarget.render(false, false);
  112839. }
  112840. }
  112841. }
  112842. this.scene.incrementRenderId();
  112843. }
  112844. };
  112845. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112846. // Activate effect Layer stencil
  112847. if (this._needStencil) {
  112848. this._engine.setStencilBuffer(true);
  112849. }
  112850. };
  112851. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112852. // Restore effect Layer stencil
  112853. if (this._needStencil) {
  112854. this._engine.setStencilBuffer(this._previousStencilState);
  112855. }
  112856. };
  112857. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112858. if (this._renderEffects) {
  112859. this._engine.setDepthBuffer(false);
  112860. var layers = this.scene.effectLayers;
  112861. for (var i = 0; i < layers.length; i++) {
  112862. var effectLayer = layers[i];
  112863. if (effectLayer.renderingGroupId === renderingGroupId) {
  112864. if (effectLayer.shouldRender()) {
  112865. effectLayer.render();
  112866. }
  112867. }
  112868. }
  112869. this._engine.setDepthBuffer(true);
  112870. }
  112871. };
  112872. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112873. if (this._renderEffects) {
  112874. this._draw(-1);
  112875. }
  112876. };
  112877. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112878. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112879. this._draw(index);
  112880. }
  112881. };
  112882. return EffectLayerSceneComponent;
  112883. }());
  112884. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112885. })(BABYLON || (BABYLON = {}));
  112886. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112887. var __assign = (this && this.__assign) || function () {
  112888. __assign = Object.assign || function(t) {
  112889. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112890. s = arguments[i];
  112891. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112892. t[p] = s[p];
  112893. }
  112894. return t;
  112895. };
  112896. return __assign.apply(this, arguments);
  112897. };
  112898. var BABYLON;
  112899. (function (BABYLON) {
  112900. /**
  112901. * The effect layer Helps adding post process effect blended with the main pass.
  112902. *
  112903. * This can be for instance use to generate glow or higlight effects on the scene.
  112904. *
  112905. * The effect layer class can not be used directly and is intented to inherited from to be
  112906. * customized per effects.
  112907. */
  112908. var EffectLayer = /** @class */ (function () {
  112909. /**
  112910. * Instantiates a new effect Layer and references it in the scene.
  112911. * @param name The name of the layer
  112912. * @param scene The scene to use the layer in
  112913. */
  112914. function EffectLayer(
  112915. /** The Friendly of the effect in the scene */
  112916. name, scene) {
  112917. this._vertexBuffers = {};
  112918. this._maxSize = 0;
  112919. this._mainTextureDesiredSize = { width: 0, height: 0 };
  112920. this._shouldRender = true;
  112921. this._postProcesses = [];
  112922. this._textures = [];
  112923. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  112924. /**
  112925. * The clear color of the texture used to generate the glow map.
  112926. */
  112927. this.neutralColor = new BABYLON.Color4();
  112928. /**
  112929. * Specifies wether the highlight layer is enabled or not.
  112930. */
  112931. this.isEnabled = true;
  112932. /**
  112933. * An event triggered when the effect layer has been disposed.
  112934. */
  112935. this.onDisposeObservable = new BABYLON.Observable();
  112936. /**
  112937. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112938. */
  112939. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112940. /**
  112941. * An event triggered when the generated texture is being merged in the scene.
  112942. */
  112943. this.onBeforeComposeObservable = new BABYLON.Observable();
  112944. /**
  112945. * An event triggered when the generated texture has been merged in the scene.
  112946. */
  112947. this.onAfterComposeObservable = new BABYLON.Observable();
  112948. /**
  112949. * An event triggered when the efffect layer changes its size.
  112950. */
  112951. this.onSizeChangedObservable = new BABYLON.Observable();
  112952. this.name = name;
  112953. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112954. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  112955. if (!component) {
  112956. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  112957. this._scene._addComponent(component);
  112958. }
  112959. this._engine = this._scene.getEngine();
  112960. this._maxSize = this._engine.getCaps().maxTextureSize;
  112961. this._scene.effectLayers.push(this);
  112962. // Generate Buffers
  112963. this._generateIndexBuffer();
  112964. this._genrateVertexBuffer();
  112965. }
  112966. Object.defineProperty(EffectLayer.prototype, "camera", {
  112967. /**
  112968. * Gets the camera attached to the layer.
  112969. */
  112970. get: function () {
  112971. return this._effectLayerOptions.camera;
  112972. },
  112973. enumerable: true,
  112974. configurable: true
  112975. });
  112976. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  112977. /**
  112978. * Gets the rendering group id the layer should render in.
  112979. */
  112980. get: function () {
  112981. return this._effectLayerOptions.renderingGroupId;
  112982. },
  112983. enumerable: true,
  112984. configurable: true
  112985. });
  112986. /**
  112987. * Initializes the effect layer with the required options.
  112988. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112989. */
  112990. EffectLayer.prototype._init = function (options) {
  112991. // Adapt options
  112992. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112993. this._setMainTextureSize();
  112994. this._createMainTexture();
  112995. this._createTextureAndPostProcesses();
  112996. this._mergeEffect = this._createMergeEffect();
  112997. };
  112998. /**
  112999. * Generates the index buffer of the full screen quad blending to the main canvas.
  113000. */
  113001. EffectLayer.prototype._generateIndexBuffer = function () {
  113002. // Indices
  113003. var indices = [];
  113004. indices.push(0);
  113005. indices.push(1);
  113006. indices.push(2);
  113007. indices.push(0);
  113008. indices.push(2);
  113009. indices.push(3);
  113010. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113011. };
  113012. /**
  113013. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113014. */
  113015. EffectLayer.prototype._genrateVertexBuffer = function () {
  113016. // VBO
  113017. var vertices = [];
  113018. vertices.push(1, 1);
  113019. vertices.push(-1, 1);
  113020. vertices.push(-1, -1);
  113021. vertices.push(1, -1);
  113022. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113023. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113024. };
  113025. /**
  113026. * Sets the main texture desired size which is the closest power of two
  113027. * of the engine canvas size.
  113028. */
  113029. EffectLayer.prototype._setMainTextureSize = function () {
  113030. if (this._effectLayerOptions.mainTextureFixedSize) {
  113031. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113032. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113033. }
  113034. else {
  113035. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113036. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113037. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113038. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113039. }
  113040. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113041. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113042. };
  113043. /**
  113044. * Creates the main texture for the effect layer.
  113045. */
  113046. EffectLayer.prototype._createMainTexture = function () {
  113047. var _this = this;
  113048. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113049. width: this._mainTextureDesiredSize.width,
  113050. height: this._mainTextureDesiredSize.height
  113051. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113052. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113053. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113054. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113055. this._mainTexture.anisotropicFilteringLevel = 1;
  113056. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113057. this._mainTexture.renderParticles = false;
  113058. this._mainTexture.renderList = null;
  113059. this._mainTexture.ignoreCameraViewport = true;
  113060. // Custom render function
  113061. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113062. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113063. var index;
  113064. var engine = _this._scene.getEngine();
  113065. if (depthOnlySubMeshes.length) {
  113066. engine.setColorWrite(false);
  113067. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113068. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113069. }
  113070. engine.setColorWrite(true);
  113071. }
  113072. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113073. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113074. }
  113075. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113076. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113077. }
  113078. for (index = 0; index < transparentSubMeshes.length; index++) {
  113079. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113080. }
  113081. };
  113082. this._mainTexture.onClearObservable.add(function (engine) {
  113083. engine.clear(_this.neutralColor, true, true, true);
  113084. });
  113085. };
  113086. /**
  113087. * Checks for the readiness of the element composing the layer.
  113088. * @param subMesh the mesh to check for
  113089. * @param useInstances specify wether or not to use instances to render the mesh
  113090. * @param emissiveTexture the associated emissive texture used to generate the glow
  113091. * @return true if ready otherwise, false
  113092. */
  113093. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113094. var material = subMesh.getMaterial();
  113095. if (!material) {
  113096. return false;
  113097. }
  113098. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113099. return false;
  113100. }
  113101. var defines = [];
  113102. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113103. var mesh = subMesh.getMesh();
  113104. var uv1 = false;
  113105. var uv2 = false;
  113106. // Alpha test
  113107. if (material && material.needAlphaTesting()) {
  113108. var alphaTexture = material.getAlphaTestTexture();
  113109. if (alphaTexture) {
  113110. defines.push("#define ALPHATEST");
  113111. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113112. alphaTexture.coordinatesIndex === 1) {
  113113. defines.push("#define DIFFUSEUV2");
  113114. uv2 = true;
  113115. }
  113116. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113117. defines.push("#define DIFFUSEUV1");
  113118. uv1 = true;
  113119. }
  113120. }
  113121. }
  113122. // Emissive
  113123. if (emissiveTexture) {
  113124. defines.push("#define EMISSIVE");
  113125. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113126. emissiveTexture.coordinatesIndex === 1) {
  113127. defines.push("#define EMISSIVEUV2");
  113128. uv2 = true;
  113129. }
  113130. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113131. defines.push("#define EMISSIVEUV1");
  113132. uv1 = true;
  113133. }
  113134. }
  113135. if (uv1) {
  113136. attribs.push(BABYLON.VertexBuffer.UVKind);
  113137. defines.push("#define UV1");
  113138. }
  113139. if (uv2) {
  113140. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113141. defines.push("#define UV2");
  113142. }
  113143. // Bones
  113144. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113145. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113146. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113147. if (mesh.numBoneInfluencers > 4) {
  113148. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113149. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113150. }
  113151. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113152. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113153. }
  113154. else {
  113155. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113156. }
  113157. // Morph targets
  113158. var manager = mesh.morphTargetManager;
  113159. var morphInfluencers = 0;
  113160. if (manager) {
  113161. if (manager.numInfluencers > 0) {
  113162. defines.push("#define MORPHTARGETS");
  113163. morphInfluencers = manager.numInfluencers;
  113164. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113165. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113166. }
  113167. }
  113168. // Instances
  113169. if (useInstances) {
  113170. defines.push("#define INSTANCES");
  113171. attribs.push("world0");
  113172. attribs.push("world1");
  113173. attribs.push("world2");
  113174. attribs.push("world3");
  113175. }
  113176. // Get correct effect
  113177. var join = defines.join("\n");
  113178. if (this._cachedDefines !== join) {
  113179. this._cachedDefines = join;
  113180. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113181. }
  113182. return this._effectLayerMapGenerationEffect.isReady();
  113183. };
  113184. /**
  113185. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113186. */
  113187. EffectLayer.prototype.render = function () {
  113188. var currentEffect = this._mergeEffect;
  113189. // Check
  113190. if (!currentEffect.isReady()) {
  113191. return;
  113192. }
  113193. for (var i = 0; i < this._postProcesses.length; i++) {
  113194. if (!this._postProcesses[i].isReady()) {
  113195. return;
  113196. }
  113197. }
  113198. var engine = this._scene.getEngine();
  113199. this.onBeforeComposeObservable.notifyObservers(this);
  113200. // Render
  113201. engine.enableEffect(currentEffect);
  113202. engine.setState(false);
  113203. // VBOs
  113204. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113205. // Cache
  113206. var previousAlphaMode = engine.getAlphaMode();
  113207. // Go Blend.
  113208. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113209. // Blends the map on the main canvas.
  113210. this._internalRender(currentEffect);
  113211. // Restore Alpha
  113212. engine.setAlphaMode(previousAlphaMode);
  113213. this.onAfterComposeObservable.notifyObservers(this);
  113214. // Handle size changes.
  113215. var size = this._mainTexture.getSize();
  113216. this._setMainTextureSize();
  113217. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113218. // Recreate RTT and post processes on size change.
  113219. this.onSizeChangedObservable.notifyObservers(this);
  113220. this._disposeTextureAndPostProcesses();
  113221. this._createMainTexture();
  113222. this._createTextureAndPostProcesses();
  113223. }
  113224. };
  113225. /**
  113226. * Determine if a given mesh will be used in the current effect.
  113227. * @param mesh mesh to test
  113228. * @returns true if the mesh will be used
  113229. */
  113230. EffectLayer.prototype.hasMesh = function (mesh) {
  113231. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113232. return true;
  113233. }
  113234. return false;
  113235. };
  113236. /**
  113237. * Returns true if the layer contains information to display, otherwise false.
  113238. * @returns true if the glow layer should be rendered
  113239. */
  113240. EffectLayer.prototype.shouldRender = function () {
  113241. return this.isEnabled && this._shouldRender;
  113242. };
  113243. /**
  113244. * Returns true if the mesh should render, otherwise false.
  113245. * @param mesh The mesh to render
  113246. * @returns true if it should render otherwise false
  113247. */
  113248. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113249. return true;
  113250. };
  113251. /**
  113252. * Returns true if the mesh should render, otherwise false.
  113253. * @param mesh The mesh to render
  113254. * @returns true if it should render otherwise false
  113255. */
  113256. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113257. return true;
  113258. };
  113259. /**
  113260. * Renders the submesh passed in parameter to the generation map.
  113261. */
  113262. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113263. var _this = this;
  113264. if (!this.shouldRender()) {
  113265. return;
  113266. }
  113267. var material = subMesh.getMaterial();
  113268. var mesh = subMesh.getRenderingMesh();
  113269. var scene = this._scene;
  113270. var engine = scene.getEngine();
  113271. if (!material) {
  113272. return;
  113273. }
  113274. // Do not block in blend mode.
  113275. if (material.needAlphaBlendingForMesh(mesh)) {
  113276. return;
  113277. }
  113278. // Culling
  113279. engine.setState(material.backFaceCulling);
  113280. // Managing instances
  113281. var batch = mesh._getInstancesRenderList(subMesh._id);
  113282. if (batch.mustReturn) {
  113283. return;
  113284. }
  113285. // Early Exit per mesh
  113286. if (!this._shouldRenderMesh(mesh)) {
  113287. return;
  113288. }
  113289. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113290. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113291. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113292. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113293. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113294. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113295. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113296. // Alpha test
  113297. if (material && material.needAlphaTesting()) {
  113298. var alphaTexture = material.getAlphaTestTexture();
  113299. if (alphaTexture) {
  113300. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113301. var textureMatrix = alphaTexture.getTextureMatrix();
  113302. if (textureMatrix) {
  113303. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113304. }
  113305. }
  113306. }
  113307. // Glow emissive only
  113308. if (this._emissiveTextureAndColor.texture) {
  113309. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113310. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113311. }
  113312. // Bones
  113313. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113314. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113315. }
  113316. // Morph targets
  113317. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113318. // Draw
  113319. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113320. }
  113321. else {
  113322. // Need to reset refresh rate of the main map
  113323. this._mainTexture.resetRefreshCounter();
  113324. }
  113325. };
  113326. /**
  113327. * Rebuild the required buffers.
  113328. * @hidden Internal use only.
  113329. */
  113330. EffectLayer.prototype._rebuild = function () {
  113331. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113332. if (vb) {
  113333. vb._rebuild();
  113334. }
  113335. this._generateIndexBuffer();
  113336. };
  113337. /**
  113338. * Dispose only the render target textures and post process.
  113339. */
  113340. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113341. this._mainTexture.dispose();
  113342. for (var i = 0; i < this._postProcesses.length; i++) {
  113343. if (this._postProcesses[i]) {
  113344. this._postProcesses[i].dispose();
  113345. }
  113346. }
  113347. this._postProcesses = [];
  113348. for (var i = 0; i < this._textures.length; i++) {
  113349. if (this._textures[i]) {
  113350. this._textures[i].dispose();
  113351. }
  113352. }
  113353. this._textures = [];
  113354. };
  113355. /**
  113356. * Dispose the highlight layer and free resources.
  113357. */
  113358. EffectLayer.prototype.dispose = function () {
  113359. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113360. if (vertexBuffer) {
  113361. vertexBuffer.dispose();
  113362. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113363. }
  113364. if (this._indexBuffer) {
  113365. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113366. this._indexBuffer = null;
  113367. }
  113368. // Clean textures and post processes
  113369. this._disposeTextureAndPostProcesses();
  113370. // Remove from scene
  113371. var index = this._scene.effectLayers.indexOf(this, 0);
  113372. if (index > -1) {
  113373. this._scene.effectLayers.splice(index, 1);
  113374. }
  113375. // Callback
  113376. this.onDisposeObservable.notifyObservers(this);
  113377. this.onDisposeObservable.clear();
  113378. this.onBeforeRenderMainTextureObservable.clear();
  113379. this.onBeforeComposeObservable.clear();
  113380. this.onAfterComposeObservable.clear();
  113381. this.onSizeChangedObservable.clear();
  113382. };
  113383. /**
  113384. * Gets the class name of the effect layer
  113385. * @returns the string with the class name of the effect layer
  113386. */
  113387. EffectLayer.prototype.getClassName = function () {
  113388. return "EffectLayer";
  113389. };
  113390. /**
  113391. * Creates an effect layer from parsed effect layer data
  113392. * @param parsedEffectLayer defines effect layer data
  113393. * @param scene defines the current scene
  113394. * @param rootUrl defines the root URL containing the effect layer information
  113395. * @returns a parsed effect Layer
  113396. */
  113397. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113398. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113399. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113400. };
  113401. __decorate([
  113402. BABYLON.serialize()
  113403. ], EffectLayer.prototype, "name", void 0);
  113404. __decorate([
  113405. BABYLON.serializeAsColor4()
  113406. ], EffectLayer.prototype, "neutralColor", void 0);
  113407. __decorate([
  113408. BABYLON.serialize()
  113409. ], EffectLayer.prototype, "isEnabled", void 0);
  113410. __decorate([
  113411. BABYLON.serializeAsCameraReference()
  113412. ], EffectLayer.prototype, "camera", null);
  113413. __decorate([
  113414. BABYLON.serialize()
  113415. ], EffectLayer.prototype, "renderingGroupId", null);
  113416. return EffectLayer;
  113417. }());
  113418. BABYLON.EffectLayer = EffectLayer;
  113419. })(BABYLON || (BABYLON = {}));
  113420. //# sourceMappingURL=babylon.effectLayer.js.map
  113421. var BABYLON;
  113422. (function (BABYLON) {
  113423. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113424. for (var index = 0; index < this.effectLayers.length; index++) {
  113425. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113426. return this.effectLayers[index];
  113427. }
  113428. }
  113429. return null;
  113430. };
  113431. /**
  113432. * Special Glow Blur post process only blurring the alpha channel
  113433. * It enforces keeping the most luminous color in the color channel.
  113434. */
  113435. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113436. __extends(GlowBlurPostProcess, _super);
  113437. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113438. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113439. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113440. _this.direction = direction;
  113441. _this.kernel = kernel;
  113442. _this.onApplyObservable.add(function (effect) {
  113443. effect.setFloat2("screenSize", _this.width, _this.height);
  113444. effect.setVector2("direction", _this.direction);
  113445. effect.setFloat("blurWidth", _this.kernel);
  113446. });
  113447. return _this;
  113448. }
  113449. return GlowBlurPostProcess;
  113450. }(BABYLON.PostProcess));
  113451. /**
  113452. * The highlight layer Helps adding a glow effect around a mesh.
  113453. *
  113454. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113455. * glowy meshes to your scene.
  113456. *
  113457. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113458. */
  113459. var HighlightLayer = /** @class */ (function (_super) {
  113460. __extends(HighlightLayer, _super);
  113461. /**
  113462. * Instantiates a new highlight Layer and references it to the scene..
  113463. * @param name The name of the layer
  113464. * @param scene The scene to use the layer in
  113465. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113466. */
  113467. function HighlightLayer(name, scene, options) {
  113468. var _this = _super.call(this, name, scene) || this;
  113469. _this.name = name;
  113470. /**
  113471. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113472. */
  113473. _this.innerGlow = true;
  113474. /**
  113475. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113476. */
  113477. _this.outerGlow = true;
  113478. /**
  113479. * An event triggered when the highlight layer is being blurred.
  113480. */
  113481. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113482. /**
  113483. * An event triggered when the highlight layer has been blurred.
  113484. */
  113485. _this.onAfterBlurObservable = new BABYLON.Observable();
  113486. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113487. _this._meshes = {};
  113488. _this._excludedMeshes = {};
  113489. _this.neutralColor = HighlightLayer.NeutralColor;
  113490. // Warn on stencil
  113491. if (!_this._engine.isStencilEnable) {
  113492. 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 }");
  113493. }
  113494. // Adapt options
  113495. _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);
  113496. // Initialize the layer
  113497. _this._init({
  113498. alphaBlendingMode: _this._options.alphaBlendingMode,
  113499. camera: _this._options.camera,
  113500. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113501. mainTextureRatio: _this._options.mainTextureRatio,
  113502. renderingGroupId: _this._options.renderingGroupId
  113503. });
  113504. // Do not render as long as no meshes have been added
  113505. _this._shouldRender = false;
  113506. return _this;
  113507. }
  113508. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113509. /**
  113510. * Gets the horizontal size of the blur.
  113511. */
  113512. get: function () {
  113513. return this._horizontalBlurPostprocess.kernel;
  113514. },
  113515. /**
  113516. * Specifies the horizontal size of the blur.
  113517. */
  113518. set: function (value) {
  113519. this._horizontalBlurPostprocess.kernel = value;
  113520. },
  113521. enumerable: true,
  113522. configurable: true
  113523. });
  113524. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113525. /**
  113526. * Gets the vertical size of the blur.
  113527. */
  113528. get: function () {
  113529. return this._verticalBlurPostprocess.kernel;
  113530. },
  113531. /**
  113532. * Specifies the vertical size of the blur.
  113533. */
  113534. set: function (value) {
  113535. this._verticalBlurPostprocess.kernel = value;
  113536. },
  113537. enumerable: true,
  113538. configurable: true
  113539. });
  113540. /**
  113541. * Get the effect name of the layer.
  113542. * @return The effect name
  113543. */
  113544. HighlightLayer.prototype.getEffectName = function () {
  113545. return HighlightLayer.EffectName;
  113546. };
  113547. /**
  113548. * Create the merge effect. This is the shader use to blit the information back
  113549. * to the main canvas at the end of the scene rendering.
  113550. */
  113551. HighlightLayer.prototype._createMergeEffect = function () {
  113552. // Effect
  113553. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113554. };
  113555. /**
  113556. * Creates the render target textures and post processes used in the highlight layer.
  113557. */
  113558. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113559. var _this = this;
  113560. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113561. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113562. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113563. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113564. var textureType = 0;
  113565. if (this._engine.getCaps().textureHalfFloatRender) {
  113566. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113567. }
  113568. else {
  113569. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113570. }
  113571. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113572. width: blurTextureWidth,
  113573. height: blurTextureHeight
  113574. }, this._scene, false, true, textureType);
  113575. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113576. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113577. this._blurTexture.anisotropicFilteringLevel = 16;
  113578. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113579. this._blurTexture.renderParticles = false;
  113580. this._blurTexture.ignoreCameraViewport = true;
  113581. this._textures = [this._blurTexture];
  113582. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113583. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113584. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113585. effect.setTexture("textureSampler", _this._mainTexture);
  113586. });
  113587. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113588. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113589. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113590. });
  113591. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113592. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113593. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113594. });
  113595. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113596. }
  113597. else {
  113598. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113599. width: blurTextureWidth,
  113600. height: blurTextureHeight
  113601. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113602. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113603. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113604. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113605. effect.setTexture("textureSampler", _this._mainTexture);
  113606. });
  113607. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113608. width: blurTextureWidth,
  113609. height: blurTextureHeight
  113610. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113611. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113612. }
  113613. this._mainTexture.onAfterUnbindObservable.add(function () {
  113614. _this.onBeforeBlurObservable.notifyObservers(_this);
  113615. var internalTexture = _this._blurTexture.getInternalTexture();
  113616. if (internalTexture) {
  113617. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113618. }
  113619. _this.onAfterBlurObservable.notifyObservers(_this);
  113620. });
  113621. // Prevent autoClear.
  113622. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113623. };
  113624. /**
  113625. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113626. */
  113627. HighlightLayer.prototype.needStencil = function () {
  113628. return true;
  113629. };
  113630. /**
  113631. * Checks for the readiness of the element composing the layer.
  113632. * @param subMesh the mesh to check for
  113633. * @param useInstances specify wether or not to use instances to render the mesh
  113634. * @param emissiveTexture the associated emissive texture used to generate the glow
  113635. * @return true if ready otherwise, false
  113636. */
  113637. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113638. var material = subMesh.getMaterial();
  113639. var mesh = subMesh.getRenderingMesh();
  113640. if (!material || !mesh || !this._meshes) {
  113641. return false;
  113642. }
  113643. var emissiveTexture = null;
  113644. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113645. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113646. emissiveTexture = material.emissiveTexture;
  113647. }
  113648. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113649. };
  113650. /**
  113651. * Implementation specific of rendering the generating effect on the main canvas.
  113652. * @param effect The effect used to render through
  113653. */
  113654. HighlightLayer.prototype._internalRender = function (effect) {
  113655. // Texture
  113656. effect.setTexture("textureSampler", this._blurTexture);
  113657. // Cache
  113658. var engine = this._engine;
  113659. var previousStencilBuffer = engine.getStencilBuffer();
  113660. var previousStencilFunction = engine.getStencilFunction();
  113661. var previousStencilMask = engine.getStencilMask();
  113662. var previousStencilOperationPass = engine.getStencilOperationPass();
  113663. var previousStencilOperationFail = engine.getStencilOperationFail();
  113664. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113665. var previousStencilReference = engine.getStencilFunctionReference();
  113666. // Stencil operations
  113667. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113668. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113669. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113670. // Draw order
  113671. engine.setStencilMask(0x00);
  113672. engine.setStencilBuffer(true);
  113673. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113674. // 2 passes inner outer
  113675. if (this.outerGlow) {
  113676. effect.setFloat("offset", 0);
  113677. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113678. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113679. }
  113680. if (this.innerGlow) {
  113681. effect.setFloat("offset", 1);
  113682. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113683. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113684. }
  113685. // Restore Cache
  113686. engine.setStencilFunction(previousStencilFunction);
  113687. engine.setStencilMask(previousStencilMask);
  113688. engine.setStencilBuffer(previousStencilBuffer);
  113689. engine.setStencilOperationPass(previousStencilOperationPass);
  113690. engine.setStencilOperationFail(previousStencilOperationFail);
  113691. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113692. engine.setStencilFunctionReference(previousStencilReference);
  113693. };
  113694. /**
  113695. * Returns true if the layer contains information to display, otherwise false.
  113696. */
  113697. HighlightLayer.prototype.shouldRender = function () {
  113698. if (_super.prototype.shouldRender.call(this)) {
  113699. return this._meshes ? true : false;
  113700. }
  113701. return false;
  113702. };
  113703. /**
  113704. * Returns true if the mesh should render, otherwise false.
  113705. * @param mesh The mesh to render
  113706. * @returns true if it should render otherwise false
  113707. */
  113708. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113709. // Excluded Mesh
  113710. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113711. return false;
  113712. }
  113713. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113714. return false;
  113715. }
  113716. return true;
  113717. };
  113718. /**
  113719. * Sets the required values for both the emissive texture and and the main color.
  113720. */
  113721. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113722. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113723. if (highlightLayerMesh) {
  113724. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113725. }
  113726. else {
  113727. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113728. }
  113729. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113730. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113731. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113732. }
  113733. else {
  113734. this._emissiveTextureAndColor.texture = null;
  113735. }
  113736. };
  113737. /**
  113738. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113739. * @param mesh The mesh to exclude from the highlight layer
  113740. */
  113741. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113742. if (!this._excludedMeshes) {
  113743. return;
  113744. }
  113745. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113746. if (!meshExcluded) {
  113747. this._excludedMeshes[mesh.uniqueId] = {
  113748. mesh: mesh,
  113749. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113750. mesh.getEngine().setStencilBuffer(false);
  113751. }),
  113752. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113753. mesh.getEngine().setStencilBuffer(true);
  113754. }),
  113755. };
  113756. }
  113757. };
  113758. /**
  113759. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113760. * @param mesh The mesh to highlight
  113761. */
  113762. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113763. if (!this._excludedMeshes) {
  113764. return;
  113765. }
  113766. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113767. if (meshExcluded) {
  113768. if (meshExcluded.beforeRender) {
  113769. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113770. }
  113771. if (meshExcluded.afterRender) {
  113772. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113773. }
  113774. }
  113775. this._excludedMeshes[mesh.uniqueId] = null;
  113776. };
  113777. /**
  113778. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113779. * @param mesh mesh to test
  113780. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113781. */
  113782. HighlightLayer.prototype.hasMesh = function (mesh) {
  113783. if (!this._meshes) {
  113784. return false;
  113785. }
  113786. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113787. return false;
  113788. }
  113789. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113790. };
  113791. /**
  113792. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113793. * @param mesh The mesh to highlight
  113794. * @param color The color of the highlight
  113795. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113796. */
  113797. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113798. var _this = this;
  113799. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113800. if (!this._meshes) {
  113801. return;
  113802. }
  113803. var meshHighlight = this._meshes[mesh.uniqueId];
  113804. if (meshHighlight) {
  113805. meshHighlight.color = color;
  113806. }
  113807. else {
  113808. this._meshes[mesh.uniqueId] = {
  113809. mesh: mesh,
  113810. color: color,
  113811. // Lambda required for capture due to Observable this context
  113812. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113813. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113814. _this._defaultStencilReference(mesh);
  113815. }
  113816. else {
  113817. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113818. }
  113819. }),
  113820. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113821. glowEmissiveOnly: glowEmissiveOnly
  113822. };
  113823. mesh.onDisposeObservable.add(function () {
  113824. _this._disposeMesh(mesh);
  113825. });
  113826. }
  113827. this._shouldRender = true;
  113828. };
  113829. /**
  113830. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113831. * @param mesh The mesh to highlight
  113832. */
  113833. HighlightLayer.prototype.removeMesh = function (mesh) {
  113834. if (!this._meshes) {
  113835. return;
  113836. }
  113837. var meshHighlight = this._meshes[mesh.uniqueId];
  113838. if (meshHighlight) {
  113839. if (meshHighlight.observerHighlight) {
  113840. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113841. }
  113842. if (meshHighlight.observerDefault) {
  113843. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113844. }
  113845. delete this._meshes[mesh.uniqueId];
  113846. }
  113847. this._shouldRender = false;
  113848. for (var meshHighlightToCheck in this._meshes) {
  113849. if (this._meshes[meshHighlightToCheck]) {
  113850. this._shouldRender = true;
  113851. break;
  113852. }
  113853. }
  113854. };
  113855. /**
  113856. * Force the stencil to the normal expected value for none glowing parts
  113857. */
  113858. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113859. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113860. };
  113861. /**
  113862. * Free any resources and references associated to a mesh.
  113863. * Internal use
  113864. * @param mesh The mesh to free.
  113865. * @hidden
  113866. */
  113867. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113868. this.removeMesh(mesh);
  113869. this.removeExcludedMesh(mesh);
  113870. };
  113871. /**
  113872. * Dispose the highlight layer and free resources.
  113873. */
  113874. HighlightLayer.prototype.dispose = function () {
  113875. if (this._meshes) {
  113876. // Clean mesh references
  113877. for (var id in this._meshes) {
  113878. var meshHighlight = this._meshes[id];
  113879. if (meshHighlight && meshHighlight.mesh) {
  113880. if (meshHighlight.observerHighlight) {
  113881. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113882. }
  113883. if (meshHighlight.observerDefault) {
  113884. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113885. }
  113886. }
  113887. }
  113888. this._meshes = null;
  113889. }
  113890. if (this._excludedMeshes) {
  113891. for (var id in this._excludedMeshes) {
  113892. var meshHighlight = this._excludedMeshes[id];
  113893. if (meshHighlight) {
  113894. if (meshHighlight.beforeRender) {
  113895. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113896. }
  113897. if (meshHighlight.afterRender) {
  113898. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  113899. }
  113900. }
  113901. }
  113902. this._excludedMeshes = null;
  113903. }
  113904. _super.prototype.dispose.call(this);
  113905. };
  113906. /**
  113907. * Gets the class name of the effect layer
  113908. * @returns the string with the class name of the effect layer
  113909. */
  113910. HighlightLayer.prototype.getClassName = function () {
  113911. return "HighlightLayer";
  113912. };
  113913. /**
  113914. * Serializes this Highlight layer
  113915. * @returns a serialized Highlight layer object
  113916. */
  113917. HighlightLayer.prototype.serialize = function () {
  113918. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113919. serializationObject.customType = "BABYLON.HighlightLayer";
  113920. // Highlighted meshes
  113921. serializationObject.meshes = [];
  113922. if (this._meshes) {
  113923. for (var m in this._meshes) {
  113924. var mesh = this._meshes[m];
  113925. if (mesh) {
  113926. serializationObject.meshes.push({
  113927. glowEmissiveOnly: mesh.glowEmissiveOnly,
  113928. color: mesh.color.asArray(),
  113929. meshId: mesh.mesh.id
  113930. });
  113931. }
  113932. }
  113933. }
  113934. // Excluded meshes
  113935. serializationObject.excludedMeshes = [];
  113936. if (this._excludedMeshes) {
  113937. for (var e in this._excludedMeshes) {
  113938. var excludedMesh = this._excludedMeshes[e];
  113939. if (excludedMesh) {
  113940. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113941. }
  113942. }
  113943. }
  113944. return serializationObject;
  113945. };
  113946. /**
  113947. * Creates a Highlight layer from parsed Highlight layer data
  113948. * @param parsedHightlightLayer defines the Highlight layer data
  113949. * @param scene defines the current scene
  113950. * @param rootUrl defines the root URL containing the Highlight layer information
  113951. * @returns a parsed Highlight layer
  113952. */
  113953. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  113954. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  113955. var index;
  113956. // Excluded meshes
  113957. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  113958. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  113959. if (mesh) {
  113960. hl.addExcludedMesh(mesh);
  113961. }
  113962. }
  113963. // Included meshes
  113964. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  113965. var highlightedMesh = parsedHightlightLayer.meshes[index];
  113966. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  113967. if (mesh) {
  113968. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  113969. }
  113970. }
  113971. return hl;
  113972. };
  113973. /**
  113974. * Effect Name of the highlight layer.
  113975. */
  113976. HighlightLayer.EffectName = "HighlightLayer";
  113977. /**
  113978. * The neutral color used during the preparation of the glow effect.
  113979. * This is black by default as the blend operation is a blend operation.
  113980. */
  113981. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  113982. /**
  113983. * Stencil value used for glowing meshes.
  113984. */
  113985. HighlightLayer.GlowingMeshStencilReference = 0x02;
  113986. /**
  113987. * Stencil value used for the other meshes in the scene.
  113988. */
  113989. HighlightLayer.NormalMeshStencilReference = 0x01;
  113990. __decorate([
  113991. BABYLON.serialize()
  113992. ], HighlightLayer.prototype, "innerGlow", void 0);
  113993. __decorate([
  113994. BABYLON.serialize()
  113995. ], HighlightLayer.prototype, "outerGlow", void 0);
  113996. __decorate([
  113997. BABYLON.serialize()
  113998. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  113999. __decorate([
  114000. BABYLON.serialize()
  114001. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114002. __decorate([
  114003. BABYLON.serialize("options")
  114004. ], HighlightLayer.prototype, "_options", void 0);
  114005. return HighlightLayer;
  114006. }(BABYLON.EffectLayer));
  114007. BABYLON.HighlightLayer = HighlightLayer;
  114008. })(BABYLON || (BABYLON = {}));
  114009. //# sourceMappingURL=babylon.highlightLayer.js.map
  114010. var BABYLON;
  114011. (function (BABYLON) {
  114012. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114013. for (var index = 0; index < this.effectLayers.length; index++) {
  114014. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114015. return this.effectLayers[index];
  114016. }
  114017. }
  114018. return null;
  114019. };
  114020. /**
  114021. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114022. *
  114023. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114024. * glowy meshes to your scene.
  114025. *
  114026. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114027. */
  114028. var GlowLayer = /** @class */ (function (_super) {
  114029. __extends(GlowLayer, _super);
  114030. /**
  114031. * Instantiates a new glow Layer and references it to the scene.
  114032. * @param name The name of the layer
  114033. * @param scene The scene to use the layer in
  114034. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114035. */
  114036. function GlowLayer(name, scene, options) {
  114037. var _this = _super.call(this, name, scene) || this;
  114038. _this._intensity = 1.0;
  114039. _this._includedOnlyMeshes = [];
  114040. _this._excludedMeshes = [];
  114041. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114042. // Adapt options
  114043. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114044. // Initialize the layer
  114045. _this._init({
  114046. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114047. camera: _this._options.camera,
  114048. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114049. mainTextureRatio: _this._options.mainTextureRatio,
  114050. renderingGroupId: _this._options.renderingGroupId
  114051. });
  114052. return _this;
  114053. }
  114054. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114055. /**
  114056. * Gets the kernel size of the blur.
  114057. */
  114058. get: function () {
  114059. return this._horizontalBlurPostprocess1.kernel;
  114060. },
  114061. /**
  114062. * Sets the kernel size of the blur.
  114063. */
  114064. set: function (value) {
  114065. this._horizontalBlurPostprocess1.kernel = value;
  114066. this._verticalBlurPostprocess1.kernel = value;
  114067. this._horizontalBlurPostprocess2.kernel = value;
  114068. this._verticalBlurPostprocess2.kernel = value;
  114069. },
  114070. enumerable: true,
  114071. configurable: true
  114072. });
  114073. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114074. /**
  114075. * Gets the glow intensity.
  114076. */
  114077. get: function () {
  114078. return this._intensity;
  114079. },
  114080. /**
  114081. * Sets the glow intensity.
  114082. */
  114083. set: function (value) {
  114084. this._intensity = value;
  114085. },
  114086. enumerable: true,
  114087. configurable: true
  114088. });
  114089. /**
  114090. * Get the effect name of the layer.
  114091. * @return The effect name
  114092. */
  114093. GlowLayer.prototype.getEffectName = function () {
  114094. return GlowLayer.EffectName;
  114095. };
  114096. /**
  114097. * Create the merge effect. This is the shader use to blit the information back
  114098. * to the main canvas at the end of the scene rendering.
  114099. */
  114100. GlowLayer.prototype._createMergeEffect = function () {
  114101. // Effect
  114102. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114103. };
  114104. /**
  114105. * Creates the render target textures and post processes used in the glow layer.
  114106. */
  114107. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114108. var _this = this;
  114109. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114110. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114111. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114112. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114113. var textureType = 0;
  114114. if (this._engine.getCaps().textureHalfFloatRender) {
  114115. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114116. }
  114117. else {
  114118. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114119. }
  114120. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114121. width: blurTextureWidth,
  114122. height: blurTextureHeight
  114123. }, this._scene, false, true, textureType);
  114124. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114125. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114126. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114127. this._blurTexture1.renderParticles = false;
  114128. this._blurTexture1.ignoreCameraViewport = true;
  114129. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114130. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114131. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114132. width: blurTextureWidth2,
  114133. height: blurTextureHeight2
  114134. }, this._scene, false, true, textureType);
  114135. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114136. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114137. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114138. this._blurTexture2.renderParticles = false;
  114139. this._blurTexture2.ignoreCameraViewport = true;
  114140. this._textures = [this._blurTexture1, this._blurTexture2];
  114141. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114142. width: blurTextureWidth,
  114143. height: blurTextureHeight
  114144. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114145. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114146. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114147. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114148. effect.setTexture("textureSampler", _this._mainTexture);
  114149. });
  114150. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114151. width: blurTextureWidth,
  114152. height: blurTextureHeight
  114153. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114154. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114155. width: blurTextureWidth2,
  114156. height: blurTextureHeight2
  114157. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114158. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114159. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114160. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114161. effect.setTexture("textureSampler", _this._blurTexture1);
  114162. });
  114163. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114164. width: blurTextureWidth2,
  114165. height: blurTextureHeight2
  114166. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114167. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114168. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114169. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114170. this._mainTexture.samples = this._options.mainTextureSamples;
  114171. this._mainTexture.onAfterUnbindObservable.add(function () {
  114172. var internalTexture = _this._blurTexture1.getInternalTexture();
  114173. if (internalTexture) {
  114174. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114175. internalTexture = _this._blurTexture2.getInternalTexture();
  114176. if (internalTexture) {
  114177. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114178. }
  114179. }
  114180. });
  114181. // Prevent autoClear.
  114182. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114183. };
  114184. /**
  114185. * Checks for the readiness of the element composing the layer.
  114186. * @param subMesh the mesh to check for
  114187. * @param useInstances specify wether or not to use instances to render the mesh
  114188. * @param emissiveTexture the associated emissive texture used to generate the glow
  114189. * @return true if ready otherwise, false
  114190. */
  114191. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114192. var material = subMesh.getMaterial();
  114193. var mesh = subMesh.getRenderingMesh();
  114194. if (!material || !mesh) {
  114195. return false;
  114196. }
  114197. var emissiveTexture = material.emissiveTexture;
  114198. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114199. };
  114200. /**
  114201. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114202. */
  114203. GlowLayer.prototype.needStencil = function () {
  114204. return false;
  114205. };
  114206. /**
  114207. * Implementation specific of rendering the generating effect on the main canvas.
  114208. * @param effect The effect used to render through
  114209. */
  114210. GlowLayer.prototype._internalRender = function (effect) {
  114211. // Texture
  114212. effect.setTexture("textureSampler", this._blurTexture1);
  114213. effect.setTexture("textureSampler2", this._blurTexture2);
  114214. effect.setFloat("offset", this._intensity);
  114215. // Cache
  114216. var engine = this._engine;
  114217. var previousStencilBuffer = engine.getStencilBuffer();
  114218. // Draw order
  114219. engine.setStencilBuffer(false);
  114220. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114221. // Draw order
  114222. engine.setStencilBuffer(previousStencilBuffer);
  114223. };
  114224. /**
  114225. * Sets the required values for both the emissive texture and and the main color.
  114226. */
  114227. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114228. var textureLevel = 1.0;
  114229. if (this.customEmissiveTextureSelector) {
  114230. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114231. }
  114232. else {
  114233. if (material) {
  114234. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114235. if (this._emissiveTextureAndColor.texture) {
  114236. textureLevel = this._emissiveTextureAndColor.texture.level;
  114237. }
  114238. }
  114239. else {
  114240. this._emissiveTextureAndColor.texture = null;
  114241. }
  114242. }
  114243. if (this.customEmissiveColorSelector) {
  114244. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114245. }
  114246. else {
  114247. if (material.emissiveColor) {
  114248. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114249. }
  114250. else {
  114251. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114252. }
  114253. }
  114254. };
  114255. /**
  114256. * Returns true if the mesh should render, otherwise false.
  114257. * @param mesh The mesh to render
  114258. * @returns true if it should render otherwise false
  114259. */
  114260. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114261. return this.hasMesh(mesh);
  114262. };
  114263. /**
  114264. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114265. * @param mesh The mesh to exclude from the glow layer
  114266. */
  114267. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114268. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114269. this._excludedMeshes.push(mesh.uniqueId);
  114270. }
  114271. };
  114272. /**
  114273. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114274. * @param mesh The mesh to remove
  114275. */
  114276. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114277. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114278. if (index !== -1) {
  114279. this._excludedMeshes.splice(index, 1);
  114280. }
  114281. };
  114282. /**
  114283. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114284. * @param mesh The mesh to include in the glow layer
  114285. */
  114286. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114287. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114288. this._includedOnlyMeshes.push(mesh.uniqueId);
  114289. }
  114290. };
  114291. /**
  114292. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114293. * @param mesh The mesh to remove
  114294. */
  114295. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114296. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114297. if (index !== -1) {
  114298. this._includedOnlyMeshes.splice(index, 1);
  114299. }
  114300. };
  114301. /**
  114302. * Determine if a given mesh will be used in the glow layer
  114303. * @param mesh The mesh to test
  114304. * @returns true if the mesh will be highlighted by the current glow layer
  114305. */
  114306. GlowLayer.prototype.hasMesh = function (mesh) {
  114307. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114308. return false;
  114309. }
  114310. // Included Mesh
  114311. if (this._includedOnlyMeshes.length) {
  114312. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114313. }
  114314. // Excluded Mesh
  114315. if (this._excludedMeshes.length) {
  114316. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114317. }
  114318. return true;
  114319. };
  114320. /**
  114321. * Free any resources and references associated to a mesh.
  114322. * Internal use
  114323. * @param mesh The mesh to free.
  114324. * @hidden
  114325. */
  114326. GlowLayer.prototype._disposeMesh = function (mesh) {
  114327. this.removeIncludedOnlyMesh(mesh);
  114328. this.removeExcludedMesh(mesh);
  114329. };
  114330. /**
  114331. * Gets the class name of the effect layer
  114332. * @returns the string with the class name of the effect layer
  114333. */
  114334. GlowLayer.prototype.getClassName = function () {
  114335. return "GlowLayer";
  114336. };
  114337. /**
  114338. * Serializes this glow layer
  114339. * @returns a serialized glow layer object
  114340. */
  114341. GlowLayer.prototype.serialize = function () {
  114342. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114343. serializationObject.customType = "BABYLON.GlowLayer";
  114344. var index;
  114345. // Included meshes
  114346. serializationObject.includedMeshes = [];
  114347. if (this._includedOnlyMeshes.length) {
  114348. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114349. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114350. if (mesh) {
  114351. serializationObject.includedMeshes.push(mesh.id);
  114352. }
  114353. }
  114354. }
  114355. // Excluded meshes
  114356. serializationObject.excludedMeshes = [];
  114357. if (this._excludedMeshes.length) {
  114358. for (index = 0; index < this._excludedMeshes.length; index++) {
  114359. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114360. if (mesh) {
  114361. serializationObject.excludedMeshes.push(mesh.id);
  114362. }
  114363. }
  114364. }
  114365. return serializationObject;
  114366. };
  114367. /**
  114368. * Creates a Glow Layer from parsed glow layer data
  114369. * @param parsedGlowLayer defines glow layer data
  114370. * @param scene defines the current scene
  114371. * @param rootUrl defines the root URL containing the glow layer information
  114372. * @returns a parsed Glow Layer
  114373. */
  114374. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114375. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114376. var index;
  114377. // Excluded meshes
  114378. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114379. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114380. if (mesh) {
  114381. gl.addExcludedMesh(mesh);
  114382. }
  114383. }
  114384. // Included meshes
  114385. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114386. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114387. if (mesh) {
  114388. gl.addIncludedOnlyMesh(mesh);
  114389. }
  114390. }
  114391. return gl;
  114392. };
  114393. /**
  114394. * Effect Name of the layer.
  114395. */
  114396. GlowLayer.EffectName = "GlowLayer";
  114397. /**
  114398. * The default blur kernel size used for the glow.
  114399. */
  114400. GlowLayer.DefaultBlurKernelSize = 32;
  114401. /**
  114402. * The default texture size ratio used for the glow.
  114403. */
  114404. GlowLayer.DefaultTextureRatio = 0.5;
  114405. __decorate([
  114406. BABYLON.serialize()
  114407. ], GlowLayer.prototype, "blurKernelSize", null);
  114408. __decorate([
  114409. BABYLON.serialize()
  114410. ], GlowLayer.prototype, "intensity", null);
  114411. __decorate([
  114412. BABYLON.serialize("options")
  114413. ], GlowLayer.prototype, "_options", void 0);
  114414. return GlowLayer;
  114415. }(BABYLON.EffectLayer));
  114416. BABYLON.GlowLayer = GlowLayer;
  114417. })(BABYLON || (BABYLON = {}));
  114418. //# sourceMappingURL=babylon.glowLayer.js.map
  114419. var BABYLON;
  114420. (function (BABYLON) {
  114421. /**
  114422. * Defines the list of states available for a task inside a AssetsManager
  114423. */
  114424. var AssetTaskState;
  114425. (function (AssetTaskState) {
  114426. /**
  114427. * Initialization
  114428. */
  114429. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114430. /**
  114431. * Running
  114432. */
  114433. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114434. /**
  114435. * Done
  114436. */
  114437. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114438. /**
  114439. * Error
  114440. */
  114441. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114442. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114443. /**
  114444. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114445. */
  114446. var AbstractAssetTask = /** @class */ (function () {
  114447. /**
  114448. * Creates a new AssetsManager
  114449. * @param name defines the name of the task
  114450. */
  114451. function AbstractAssetTask(
  114452. /**
  114453. * Task name
  114454. */ name) {
  114455. this.name = name;
  114456. this._isCompleted = false;
  114457. this._taskState = AssetTaskState.INIT;
  114458. }
  114459. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114460. /**
  114461. * Get if the task is completed
  114462. */
  114463. get: function () {
  114464. return this._isCompleted;
  114465. },
  114466. enumerable: true,
  114467. configurable: true
  114468. });
  114469. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114470. /**
  114471. * Gets the current state of the task
  114472. */
  114473. get: function () {
  114474. return this._taskState;
  114475. },
  114476. enumerable: true,
  114477. configurable: true
  114478. });
  114479. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114480. /**
  114481. * Gets the current error object (if task is in error)
  114482. */
  114483. get: function () {
  114484. return this._errorObject;
  114485. },
  114486. enumerable: true,
  114487. configurable: true
  114488. });
  114489. /**
  114490. * Internal only
  114491. * @hidden
  114492. */
  114493. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114494. if (this._errorObject) {
  114495. return;
  114496. }
  114497. this._errorObject = {
  114498. message: message,
  114499. exception: exception
  114500. };
  114501. };
  114502. /**
  114503. * Execute the current task
  114504. * @param scene defines the scene where you want your assets to be loaded
  114505. * @param onSuccess is a callback called when the task is successfully executed
  114506. * @param onError is a callback called if an error occurs
  114507. */
  114508. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114509. var _this = this;
  114510. this._taskState = AssetTaskState.RUNNING;
  114511. this.runTask(scene, function () {
  114512. _this.onDoneCallback(onSuccess, onError);
  114513. }, function (msg, exception) {
  114514. _this.onErrorCallback(onError, msg, exception);
  114515. });
  114516. };
  114517. /**
  114518. * Execute the current task
  114519. * @param scene defines the scene where you want your assets to be loaded
  114520. * @param onSuccess is a callback called when the task is successfully executed
  114521. * @param onError is a callback called if an error occurs
  114522. */
  114523. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114524. throw new Error("runTask is not implemented");
  114525. };
  114526. /**
  114527. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114528. * This can be used with failed tasks that have the reason for failure fixed.
  114529. */
  114530. AbstractAssetTask.prototype.reset = function () {
  114531. this._taskState = AssetTaskState.INIT;
  114532. };
  114533. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114534. this._taskState = AssetTaskState.ERROR;
  114535. this._errorObject = {
  114536. message: message,
  114537. exception: exception
  114538. };
  114539. if (this.onError) {
  114540. this.onError(this, message, exception);
  114541. }
  114542. onError();
  114543. };
  114544. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114545. try {
  114546. this._taskState = AssetTaskState.DONE;
  114547. this._isCompleted = true;
  114548. if (this.onSuccess) {
  114549. this.onSuccess(this);
  114550. }
  114551. onSuccess();
  114552. }
  114553. catch (e) {
  114554. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114555. }
  114556. };
  114557. return AbstractAssetTask;
  114558. }());
  114559. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114560. /**
  114561. * Class used to share progress information about assets loading
  114562. */
  114563. var AssetsProgressEvent = /** @class */ (function () {
  114564. /**
  114565. * Creates a AssetsProgressEvent
  114566. * @param remainingCount defines the number of remaining tasks to process
  114567. * @param totalCount defines the total number of tasks
  114568. * @param task defines the task that was just processed
  114569. */
  114570. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114571. this.remainingCount = remainingCount;
  114572. this.totalCount = totalCount;
  114573. this.task = task;
  114574. }
  114575. return AssetsProgressEvent;
  114576. }());
  114577. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114578. /**
  114579. * Define a task used by AssetsManager to load meshes
  114580. */
  114581. var MeshAssetTask = /** @class */ (function (_super) {
  114582. __extends(MeshAssetTask, _super);
  114583. /**
  114584. * Creates a new MeshAssetTask
  114585. * @param name defines the name of the task
  114586. * @param meshesNames defines the list of mesh's names you want to load
  114587. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114588. * @param sceneFilename defines the filename of the scene to load from
  114589. */
  114590. function MeshAssetTask(
  114591. /**
  114592. * Defines the name of the task
  114593. */
  114594. name,
  114595. /**
  114596. * Defines the list of mesh's names you want to load
  114597. */
  114598. meshesNames,
  114599. /**
  114600. * Defines the root url to use as a base to load your meshes and associated resources
  114601. */
  114602. rootUrl,
  114603. /**
  114604. * Defines the filename of the scene to load from
  114605. */
  114606. sceneFilename) {
  114607. var _this = _super.call(this, name) || this;
  114608. _this.name = name;
  114609. _this.meshesNames = meshesNames;
  114610. _this.rootUrl = rootUrl;
  114611. _this.sceneFilename = sceneFilename;
  114612. return _this;
  114613. }
  114614. /**
  114615. * Execute the current task
  114616. * @param scene defines the scene where you want your assets to be loaded
  114617. * @param onSuccess is a callback called when the task is successfully executed
  114618. * @param onError is a callback called if an error occurs
  114619. */
  114620. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114621. var _this = this;
  114622. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114623. _this.loadedMeshes = meshes;
  114624. _this.loadedParticleSystems = particleSystems;
  114625. _this.loadedSkeletons = skeletons;
  114626. onSuccess();
  114627. }, null, function (scene, message, exception) {
  114628. onError(message, exception);
  114629. });
  114630. };
  114631. return MeshAssetTask;
  114632. }(AbstractAssetTask));
  114633. BABYLON.MeshAssetTask = MeshAssetTask;
  114634. /**
  114635. * Define a task used by AssetsManager to load text content
  114636. */
  114637. var TextFileAssetTask = /** @class */ (function (_super) {
  114638. __extends(TextFileAssetTask, _super);
  114639. /**
  114640. * Creates a new TextFileAssetTask object
  114641. * @param name defines the name of the task
  114642. * @param url defines the location of the file to load
  114643. */
  114644. function TextFileAssetTask(
  114645. /**
  114646. * Defines the name of the task
  114647. */
  114648. name,
  114649. /**
  114650. * Defines the location of the file to load
  114651. */
  114652. url) {
  114653. var _this = _super.call(this, name) || this;
  114654. _this.name = name;
  114655. _this.url = url;
  114656. return _this;
  114657. }
  114658. /**
  114659. * Execute the current task
  114660. * @param scene defines the scene where you want your assets to be loaded
  114661. * @param onSuccess is a callback called when the task is successfully executed
  114662. * @param onError is a callback called if an error occurs
  114663. */
  114664. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114665. var _this = this;
  114666. scene._loadFile(this.url, function (data) {
  114667. _this.text = data;
  114668. onSuccess();
  114669. }, undefined, false, false, function (request, exception) {
  114670. if (request) {
  114671. onError(request.status + " " + request.statusText, exception);
  114672. }
  114673. });
  114674. };
  114675. return TextFileAssetTask;
  114676. }(AbstractAssetTask));
  114677. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114678. /**
  114679. * Define a task used by AssetsManager to load binary data
  114680. */
  114681. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114682. __extends(BinaryFileAssetTask, _super);
  114683. /**
  114684. * Creates a new BinaryFileAssetTask object
  114685. * @param name defines the name of the new task
  114686. * @param url defines the location of the file to load
  114687. */
  114688. function BinaryFileAssetTask(
  114689. /**
  114690. * Defines the name of the task
  114691. */
  114692. name,
  114693. /**
  114694. * Defines the location of the file to load
  114695. */
  114696. url) {
  114697. var _this = _super.call(this, name) || this;
  114698. _this.name = name;
  114699. _this.url = url;
  114700. return _this;
  114701. }
  114702. /**
  114703. * Execute the current task
  114704. * @param scene defines the scene where you want your assets to be loaded
  114705. * @param onSuccess is a callback called when the task is successfully executed
  114706. * @param onError is a callback called if an error occurs
  114707. */
  114708. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114709. var _this = this;
  114710. scene._loadFile(this.url, function (data) {
  114711. _this.data = data;
  114712. onSuccess();
  114713. }, undefined, true, true, function (request, exception) {
  114714. if (request) {
  114715. onError(request.status + " " + request.statusText, exception);
  114716. }
  114717. });
  114718. };
  114719. return BinaryFileAssetTask;
  114720. }(AbstractAssetTask));
  114721. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114722. /**
  114723. * Define a task used by AssetsManager to load images
  114724. */
  114725. var ImageAssetTask = /** @class */ (function (_super) {
  114726. __extends(ImageAssetTask, _super);
  114727. /**
  114728. * Creates a new ImageAssetTask
  114729. * @param name defines the name of the task
  114730. * @param url defines the location of the image to load
  114731. */
  114732. function ImageAssetTask(
  114733. /**
  114734. * Defines the name of the task
  114735. */
  114736. name,
  114737. /**
  114738. * Defines the location of the image to load
  114739. */
  114740. url) {
  114741. var _this = _super.call(this, name) || this;
  114742. _this.name = name;
  114743. _this.url = url;
  114744. return _this;
  114745. }
  114746. /**
  114747. * Execute the current task
  114748. * @param scene defines the scene where you want your assets to be loaded
  114749. * @param onSuccess is a callback called when the task is successfully executed
  114750. * @param onError is a callback called if an error occurs
  114751. */
  114752. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114753. var _this = this;
  114754. var img = new Image();
  114755. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114756. img.onload = function () {
  114757. _this.image = img;
  114758. onSuccess();
  114759. };
  114760. img.onerror = function (err) {
  114761. onError("Error loading image", err);
  114762. };
  114763. img.src = this.url;
  114764. };
  114765. return ImageAssetTask;
  114766. }(AbstractAssetTask));
  114767. BABYLON.ImageAssetTask = ImageAssetTask;
  114768. /**
  114769. * Define a task used by AssetsManager to load 2D textures
  114770. */
  114771. var TextureAssetTask = /** @class */ (function (_super) {
  114772. __extends(TextureAssetTask, _super);
  114773. /**
  114774. * Creates a new TextureAssetTask object
  114775. * @param name defines the name of the task
  114776. * @param url defines the location of the file to load
  114777. * @param noMipmap defines if mipmap should not be generated (default is false)
  114778. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114779. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114780. */
  114781. function TextureAssetTask(
  114782. /**
  114783. * Defines the name of the task
  114784. */
  114785. name,
  114786. /**
  114787. * Defines the location of the file to load
  114788. */
  114789. url,
  114790. /**
  114791. * Defines if mipmap should not be generated (default is false)
  114792. */
  114793. noMipmap,
  114794. /**
  114795. * Defines if texture must be inverted on Y axis (default is false)
  114796. */
  114797. invertY,
  114798. /**
  114799. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114800. */
  114801. samplingMode) {
  114802. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114803. var _this = _super.call(this, name) || this;
  114804. _this.name = name;
  114805. _this.url = url;
  114806. _this.noMipmap = noMipmap;
  114807. _this.invertY = invertY;
  114808. _this.samplingMode = samplingMode;
  114809. return _this;
  114810. }
  114811. /**
  114812. * Execute the current task
  114813. * @param scene defines the scene where you want your assets to be loaded
  114814. * @param onSuccess is a callback called when the task is successfully executed
  114815. * @param onError is a callback called if an error occurs
  114816. */
  114817. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114818. var onload = function () {
  114819. onSuccess();
  114820. };
  114821. var onerror = function (message, exception) {
  114822. onError(message, exception);
  114823. };
  114824. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114825. };
  114826. return TextureAssetTask;
  114827. }(AbstractAssetTask));
  114828. BABYLON.TextureAssetTask = TextureAssetTask;
  114829. /**
  114830. * Define a task used by AssetsManager to load cube textures
  114831. */
  114832. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114833. __extends(CubeTextureAssetTask, _super);
  114834. /**
  114835. * Creates a new CubeTextureAssetTask
  114836. * @param name defines the name of the task
  114837. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114838. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114839. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114840. * @param files defines the explicit list of files (undefined by default)
  114841. */
  114842. function CubeTextureAssetTask(
  114843. /**
  114844. * Defines the name of the task
  114845. */
  114846. name,
  114847. /**
  114848. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114849. */
  114850. url,
  114851. /**
  114852. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114853. */
  114854. extensions,
  114855. /**
  114856. * Defines if mipmaps should not be generated (default is false)
  114857. */
  114858. noMipmap,
  114859. /**
  114860. * Defines the explicit list of files (undefined by default)
  114861. */
  114862. files) {
  114863. var _this = _super.call(this, name) || this;
  114864. _this.name = name;
  114865. _this.url = url;
  114866. _this.extensions = extensions;
  114867. _this.noMipmap = noMipmap;
  114868. _this.files = files;
  114869. return _this;
  114870. }
  114871. /**
  114872. * Execute the current task
  114873. * @param scene defines the scene where you want your assets to be loaded
  114874. * @param onSuccess is a callback called when the task is successfully executed
  114875. * @param onError is a callback called if an error occurs
  114876. */
  114877. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114878. var onload = function () {
  114879. onSuccess();
  114880. };
  114881. var onerror = function (message, exception) {
  114882. onError(message, exception);
  114883. };
  114884. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114885. };
  114886. return CubeTextureAssetTask;
  114887. }(AbstractAssetTask));
  114888. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114889. /**
  114890. * Define a task used by AssetsManager to load HDR cube textures
  114891. */
  114892. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114893. __extends(HDRCubeTextureAssetTask, _super);
  114894. /**
  114895. * Creates a new HDRCubeTextureAssetTask object
  114896. * @param name defines the name of the task
  114897. * @param url defines the location of the file to load
  114898. * @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.
  114899. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114900. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114901. * @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)
  114902. * @param reserved Internal use only
  114903. */
  114904. function HDRCubeTextureAssetTask(
  114905. /**
  114906. * Defines the name of the task
  114907. */
  114908. name,
  114909. /**
  114910. * Defines the location of the file to load
  114911. */
  114912. url,
  114913. /**
  114914. * Defines the desired size (the more it increases the longer the generation will be)
  114915. */
  114916. size,
  114917. /**
  114918. * Defines if mipmaps should not be generated (default is false)
  114919. */
  114920. noMipmap,
  114921. /**
  114922. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114923. */
  114924. generateHarmonics,
  114925. /**
  114926. * 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)
  114927. */
  114928. gammaSpace,
  114929. /**
  114930. * Internal Use Only
  114931. */
  114932. reserved) {
  114933. if (noMipmap === void 0) { noMipmap = false; }
  114934. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114935. if (gammaSpace === void 0) { gammaSpace = false; }
  114936. if (reserved === void 0) { reserved = false; }
  114937. var _this = _super.call(this, name) || this;
  114938. _this.name = name;
  114939. _this.url = url;
  114940. _this.size = size;
  114941. _this.noMipmap = noMipmap;
  114942. _this.generateHarmonics = generateHarmonics;
  114943. _this.gammaSpace = gammaSpace;
  114944. _this.reserved = reserved;
  114945. return _this;
  114946. }
  114947. /**
  114948. * Execute the current task
  114949. * @param scene defines the scene where you want your assets to be loaded
  114950. * @param onSuccess is a callback called when the task is successfully executed
  114951. * @param onError is a callback called if an error occurs
  114952. */
  114953. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114954. var onload = function () {
  114955. onSuccess();
  114956. };
  114957. var onerror = function (message, exception) {
  114958. onError(message, exception);
  114959. };
  114960. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  114961. };
  114962. return HDRCubeTextureAssetTask;
  114963. }(AbstractAssetTask));
  114964. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  114965. /**
  114966. * This class can be used to easily import assets into a scene
  114967. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  114968. */
  114969. var AssetsManager = /** @class */ (function () {
  114970. /**
  114971. * Creates a new AssetsManager
  114972. * @param scene defines the scene to work on
  114973. */
  114974. function AssetsManager(scene) {
  114975. this._isLoading = false;
  114976. this._tasks = new Array();
  114977. this._waitingTasksCount = 0;
  114978. this._totalTasksCount = 0;
  114979. /**
  114980. * Observable called when all tasks are processed
  114981. */
  114982. this.onTaskSuccessObservable = new BABYLON.Observable();
  114983. /**
  114984. * Observable called when a task had an error
  114985. */
  114986. this.onTaskErrorObservable = new BABYLON.Observable();
  114987. /**
  114988. * Observable called when a task is successful
  114989. */
  114990. this.onTasksDoneObservable = new BABYLON.Observable();
  114991. /**
  114992. * Observable called when a task is done (whatever the result is)
  114993. */
  114994. this.onProgressObservable = new BABYLON.Observable();
  114995. /**
  114996. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  114997. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  114998. */
  114999. this.useDefaultLoadingScreen = true;
  115000. this._scene = scene;
  115001. }
  115002. /**
  115003. * Add a MeshAssetTask to the list of active tasks
  115004. * @param taskName defines the name of the new task
  115005. * @param meshesNames defines the name of meshes to load
  115006. * @param rootUrl defines the root url to use to locate files
  115007. * @param sceneFilename defines the filename of the scene file
  115008. * @returns a new MeshAssetTask object
  115009. */
  115010. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115011. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115012. this._tasks.push(task);
  115013. return task;
  115014. };
  115015. /**
  115016. * Add a TextFileAssetTask to the list of active tasks
  115017. * @param taskName defines the name of the new task
  115018. * @param url defines the url of the file to load
  115019. * @returns a new TextFileAssetTask object
  115020. */
  115021. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115022. var task = new TextFileAssetTask(taskName, url);
  115023. this._tasks.push(task);
  115024. return task;
  115025. };
  115026. /**
  115027. * Add a BinaryFileAssetTask to the list of active tasks
  115028. * @param taskName defines the name of the new task
  115029. * @param url defines the url of the file to load
  115030. * @returns a new BinaryFileAssetTask object
  115031. */
  115032. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115033. var task = new BinaryFileAssetTask(taskName, url);
  115034. this._tasks.push(task);
  115035. return task;
  115036. };
  115037. /**
  115038. * Add a ImageAssetTask to the list of active tasks
  115039. * @param taskName defines the name of the new task
  115040. * @param url defines the url of the file to load
  115041. * @returns a new ImageAssetTask object
  115042. */
  115043. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115044. var task = new ImageAssetTask(taskName, url);
  115045. this._tasks.push(task);
  115046. return task;
  115047. };
  115048. /**
  115049. * Add a TextureAssetTask to the list of active tasks
  115050. * @param taskName defines the name of the new task
  115051. * @param url defines the url of the file to load
  115052. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115053. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115054. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115055. * @returns a new TextureAssetTask object
  115056. */
  115057. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115058. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115059. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115060. this._tasks.push(task);
  115061. return task;
  115062. };
  115063. /**
  115064. * Add a CubeTextureAssetTask to the list of active tasks
  115065. * @param taskName defines the name of the new task
  115066. * @param url defines the url of the file to load
  115067. * @param extensions defines the extension to use to load the cube map (can be null)
  115068. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115069. * @param files defines the list of files to load (can be null)
  115070. * @returns a new CubeTextureAssetTask object
  115071. */
  115072. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115073. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115074. this._tasks.push(task);
  115075. return task;
  115076. };
  115077. /**
  115078. *
  115079. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115080. * @param taskName defines the name of the new task
  115081. * @param url defines the url of the file to load
  115082. * @param size defines the size you want for the cubemap (can be null)
  115083. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115084. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115085. * @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)
  115086. * @param reserved Internal use only
  115087. * @returns a new HDRCubeTextureAssetTask object
  115088. */
  115089. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115090. if (noMipmap === void 0) { noMipmap = false; }
  115091. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115092. if (gammaSpace === void 0) { gammaSpace = false; }
  115093. if (reserved === void 0) { reserved = false; }
  115094. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115095. this._tasks.push(task);
  115096. return task;
  115097. };
  115098. /**
  115099. * Remove a task from the assets manager.
  115100. * @param task the task to remove
  115101. */
  115102. AssetsManager.prototype.removeTask = function (task) {
  115103. var index = this._tasks.indexOf(task);
  115104. if (index > -1) {
  115105. this._tasks.splice(index, 1);
  115106. }
  115107. };
  115108. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115109. this._waitingTasksCount--;
  115110. try {
  115111. if (this.onProgress) {
  115112. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115113. }
  115114. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115115. }
  115116. catch (e) {
  115117. BABYLON.Tools.Error("Error running progress callbacks.");
  115118. console.log(e);
  115119. }
  115120. if (this._waitingTasksCount === 0) {
  115121. try {
  115122. if (this.onFinish) {
  115123. this.onFinish(this._tasks);
  115124. }
  115125. // Let's remove successfull tasks
  115126. var currentTasks = this._tasks.slice();
  115127. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115128. var task = currentTasks_1[_i];
  115129. if (task.taskState === AssetTaskState.DONE) {
  115130. var index = this._tasks.indexOf(task);
  115131. if (index > -1) {
  115132. this._tasks.splice(index, 1);
  115133. }
  115134. }
  115135. }
  115136. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115137. }
  115138. catch (e) {
  115139. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115140. console.log(e);
  115141. }
  115142. this._isLoading = false;
  115143. this._scene.getEngine().hideLoadingUI();
  115144. }
  115145. };
  115146. AssetsManager.prototype._runTask = function (task) {
  115147. var _this = this;
  115148. var done = function () {
  115149. try {
  115150. if (_this.onTaskSuccess) {
  115151. _this.onTaskSuccess(task);
  115152. }
  115153. _this.onTaskSuccessObservable.notifyObservers(task);
  115154. _this._decreaseWaitingTasksCount(task);
  115155. }
  115156. catch (e) {
  115157. error("Error executing task success callbacks", e);
  115158. }
  115159. };
  115160. var error = function (message, exception) {
  115161. task._setErrorObject(message, exception);
  115162. if (_this.onTaskError) {
  115163. _this.onTaskError(task);
  115164. }
  115165. _this.onTaskErrorObservable.notifyObservers(task);
  115166. _this._decreaseWaitingTasksCount(task);
  115167. };
  115168. task.run(this._scene, done, error);
  115169. };
  115170. /**
  115171. * Reset the AssetsManager and remove all tasks
  115172. * @return the current instance of the AssetsManager
  115173. */
  115174. AssetsManager.prototype.reset = function () {
  115175. this._isLoading = false;
  115176. this._tasks = new Array();
  115177. return this;
  115178. };
  115179. /**
  115180. * Start the loading process
  115181. * @return the current instance of the AssetsManager
  115182. */
  115183. AssetsManager.prototype.load = function () {
  115184. if (this._isLoading) {
  115185. return this;
  115186. }
  115187. this._isLoading = true;
  115188. this._waitingTasksCount = this._tasks.length;
  115189. this._totalTasksCount = this._tasks.length;
  115190. if (this._waitingTasksCount === 0) {
  115191. this._isLoading = false;
  115192. if (this.onFinish) {
  115193. this.onFinish(this._tasks);
  115194. }
  115195. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115196. return this;
  115197. }
  115198. if (this.useDefaultLoadingScreen) {
  115199. this._scene.getEngine().displayLoadingUI();
  115200. }
  115201. for (var index = 0; index < this._tasks.length; index++) {
  115202. var task = this._tasks[index];
  115203. if (task.taskState === AssetTaskState.INIT) {
  115204. this._runTask(task);
  115205. }
  115206. }
  115207. return this;
  115208. };
  115209. return AssetsManager;
  115210. }());
  115211. BABYLON.AssetsManager = AssetsManager;
  115212. })(BABYLON || (BABYLON = {}));
  115213. //# sourceMappingURL=babylon.assetsManager.js.map
  115214. var BABYLON;
  115215. (function (BABYLON) {
  115216. var serializedGeometries = [];
  115217. var serializeGeometry = function (geometry, serializationGeometries) {
  115218. if (serializedGeometries[geometry.id]) {
  115219. return;
  115220. }
  115221. if (geometry.doNotSerialize) {
  115222. return;
  115223. }
  115224. if (geometry instanceof BABYLON.BoxGeometry) {
  115225. serializationGeometries.boxes.push(geometry.serialize());
  115226. }
  115227. else if (geometry instanceof BABYLON.SphereGeometry) {
  115228. serializationGeometries.spheres.push(geometry.serialize());
  115229. }
  115230. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115231. serializationGeometries.cylinders.push(geometry.serialize());
  115232. }
  115233. else if (geometry instanceof BABYLON.TorusGeometry) {
  115234. serializationGeometries.toruses.push(geometry.serialize());
  115235. }
  115236. else if (geometry instanceof BABYLON.GroundGeometry) {
  115237. serializationGeometries.grounds.push(geometry.serialize());
  115238. }
  115239. else if (geometry instanceof BABYLON.Plane) {
  115240. serializationGeometries.planes.push(geometry.serialize());
  115241. }
  115242. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115243. serializationGeometries.torusKnots.push(geometry.serialize());
  115244. }
  115245. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115246. throw new Error("Unknown primitive type");
  115247. }
  115248. else {
  115249. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115250. }
  115251. serializedGeometries[geometry.id] = true;
  115252. };
  115253. var serializeMesh = function (mesh, serializationScene) {
  115254. var serializationObject = {};
  115255. // Geometry
  115256. var geometry = mesh._geometry;
  115257. if (geometry) {
  115258. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115259. // 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
  115260. serializeGeometry(geometry, serializationScene.geometries);
  115261. }
  115262. }
  115263. // Custom
  115264. if (mesh.serialize) {
  115265. mesh.serialize(serializationObject);
  115266. }
  115267. return serializationObject;
  115268. };
  115269. var finalizeSingleMesh = function (mesh, serializationObject) {
  115270. //only works if the mesh is already loaded
  115271. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115272. //serialize material
  115273. if (mesh.material) {
  115274. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115275. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115276. serializationObject.materials = serializationObject.materials || [];
  115277. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115278. serializationObject.multiMaterials.push(mesh.material.serialize());
  115279. var _loop_1 = function (submaterial) {
  115280. if (submaterial) {
  115281. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115282. serializationObject.materials.push(submaterial.serialize());
  115283. }
  115284. }
  115285. };
  115286. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115287. var submaterial = _a[_i];
  115288. _loop_1(submaterial);
  115289. }
  115290. }
  115291. }
  115292. else {
  115293. serializationObject.materials = serializationObject.materials || [];
  115294. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115295. serializationObject.materials.push(mesh.material.serialize());
  115296. }
  115297. }
  115298. }
  115299. //serialize geometry
  115300. var geometry = mesh._geometry;
  115301. if (geometry) {
  115302. if (!serializationObject.geometries) {
  115303. serializationObject.geometries = {};
  115304. serializationObject.geometries.boxes = [];
  115305. serializationObject.geometries.spheres = [];
  115306. serializationObject.geometries.cylinders = [];
  115307. serializationObject.geometries.toruses = [];
  115308. serializationObject.geometries.grounds = [];
  115309. serializationObject.geometries.planes = [];
  115310. serializationObject.geometries.torusKnots = [];
  115311. serializationObject.geometries.vertexData = [];
  115312. }
  115313. serializeGeometry(geometry, serializationObject.geometries);
  115314. }
  115315. // Skeletons
  115316. if (mesh.skeleton) {
  115317. serializationObject.skeletons = serializationObject.skeletons || [];
  115318. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115319. }
  115320. //serialize the actual mesh
  115321. serializationObject.meshes = serializationObject.meshes || [];
  115322. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115323. }
  115324. };
  115325. /**
  115326. * Class used to serialize a scene into a string
  115327. */
  115328. var SceneSerializer = /** @class */ (function () {
  115329. function SceneSerializer() {
  115330. }
  115331. /**
  115332. * Clear cache used by a previous serialization
  115333. */
  115334. SceneSerializer.ClearCache = function () {
  115335. serializedGeometries = [];
  115336. };
  115337. /**
  115338. * Serialize a scene into a JSON compatible object
  115339. * @param scene defines the scene to serialize
  115340. * @returns a JSON compatible object
  115341. */
  115342. SceneSerializer.Serialize = function (scene) {
  115343. var serializationObject = {};
  115344. SceneSerializer.ClearCache();
  115345. // Scene
  115346. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115347. serializationObject.autoClear = scene.autoClear;
  115348. serializationObject.clearColor = scene.clearColor.asArray();
  115349. serializationObject.ambientColor = scene.ambientColor.asArray();
  115350. serializationObject.gravity = scene.gravity.asArray();
  115351. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115352. serializationObject.workerCollisions = scene.workerCollisions;
  115353. // Fog
  115354. if (scene.fogMode && scene.fogMode !== 0) {
  115355. serializationObject.fogMode = scene.fogMode;
  115356. serializationObject.fogColor = scene.fogColor.asArray();
  115357. serializationObject.fogStart = scene.fogStart;
  115358. serializationObject.fogEnd = scene.fogEnd;
  115359. serializationObject.fogDensity = scene.fogDensity;
  115360. }
  115361. //Physics
  115362. if (scene.isPhysicsEnabled()) {
  115363. var physicEngine = scene.getPhysicsEngine();
  115364. if (physicEngine) {
  115365. serializationObject.physicsEnabled = true;
  115366. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115367. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115368. }
  115369. }
  115370. // Metadata
  115371. if (scene.metadata) {
  115372. serializationObject.metadata = scene.metadata;
  115373. }
  115374. // Morph targets
  115375. serializationObject.morphTargetManagers = [];
  115376. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115377. var abstractMesh = _a[_i];
  115378. var manager = abstractMesh.morphTargetManager;
  115379. if (manager) {
  115380. serializationObject.morphTargetManagers.push(manager.serialize());
  115381. }
  115382. }
  115383. // Lights
  115384. serializationObject.lights = [];
  115385. var index;
  115386. var light;
  115387. for (index = 0; index < scene.lights.length; index++) {
  115388. light = scene.lights[index];
  115389. if (!light.doNotSerialize) {
  115390. serializationObject.lights.push(light.serialize());
  115391. }
  115392. }
  115393. // Cameras
  115394. serializationObject.cameras = [];
  115395. for (index = 0; index < scene.cameras.length; index++) {
  115396. var camera = scene.cameras[index];
  115397. if (!camera.doNotSerialize) {
  115398. serializationObject.cameras.push(camera.serialize());
  115399. }
  115400. }
  115401. if (scene.activeCamera) {
  115402. serializationObject.activeCameraID = scene.activeCamera.id;
  115403. }
  115404. // Animations
  115405. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115406. // Reflection probes
  115407. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115408. serializationObject.reflectionProbes = [];
  115409. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115410. var reflectionProbe = scene.reflectionProbes[index];
  115411. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115412. }
  115413. }
  115414. // Materials
  115415. serializationObject.materials = [];
  115416. serializationObject.multiMaterials = [];
  115417. var material;
  115418. for (index = 0; index < scene.materials.length; index++) {
  115419. material = scene.materials[index];
  115420. if (!material.doNotSerialize) {
  115421. serializationObject.materials.push(material.serialize());
  115422. }
  115423. }
  115424. // MultiMaterials
  115425. serializationObject.multiMaterials = [];
  115426. for (index = 0; index < scene.multiMaterials.length; index++) {
  115427. var multiMaterial = scene.multiMaterials[index];
  115428. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115429. }
  115430. // Environment texture
  115431. if (scene.environmentTexture) {
  115432. serializationObject.environmentTexture = scene.environmentTexture.name;
  115433. }
  115434. // Skeletons
  115435. serializationObject.skeletons = [];
  115436. for (index = 0; index < scene.skeletons.length; index++) {
  115437. var skeleton = scene.skeletons[index];
  115438. if (!skeleton.doNotSerialize) {
  115439. serializationObject.skeletons.push(skeleton.serialize());
  115440. }
  115441. }
  115442. // Transform nodes
  115443. serializationObject.transformNodes = [];
  115444. for (index = 0; index < scene.transformNodes.length; index++) {
  115445. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115446. }
  115447. // Geometries
  115448. serializationObject.geometries = {};
  115449. serializationObject.geometries.boxes = [];
  115450. serializationObject.geometries.spheres = [];
  115451. serializationObject.geometries.cylinders = [];
  115452. serializationObject.geometries.toruses = [];
  115453. serializationObject.geometries.grounds = [];
  115454. serializationObject.geometries.planes = [];
  115455. serializationObject.geometries.torusKnots = [];
  115456. serializationObject.geometries.vertexData = [];
  115457. serializedGeometries = [];
  115458. var geometries = scene.getGeometries();
  115459. for (index = 0; index < geometries.length; index++) {
  115460. var geometry = geometries[index];
  115461. if (geometry.isReady()) {
  115462. serializeGeometry(geometry, serializationObject.geometries);
  115463. }
  115464. }
  115465. // Meshes
  115466. serializationObject.meshes = [];
  115467. for (index = 0; index < scene.meshes.length; index++) {
  115468. var abstractMesh = scene.meshes[index];
  115469. if (abstractMesh instanceof BABYLON.Mesh) {
  115470. var mesh = abstractMesh;
  115471. if (!mesh.doNotSerialize) {
  115472. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115473. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115474. }
  115475. }
  115476. }
  115477. }
  115478. // Particles Systems
  115479. serializationObject.particleSystems = [];
  115480. for (index = 0; index < scene.particleSystems.length; index++) {
  115481. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115482. }
  115483. // Action Manager
  115484. if (scene.actionManager) {
  115485. serializationObject.actions = scene.actionManager.serialize("scene");
  115486. }
  115487. // Components
  115488. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115489. var component = _c[_b];
  115490. component.serialize(serializationObject);
  115491. }
  115492. return serializationObject;
  115493. };
  115494. /**
  115495. * Serialize a mesh into a JSON compatible object
  115496. * @param toSerialize defines the mesh to serialize
  115497. * @param withParents defines if parents must be serialized as well
  115498. * @param withChildren defines if children must be serialized as well
  115499. * @returns a JSON compatible object
  115500. */
  115501. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115502. if (withParents === void 0) { withParents = false; }
  115503. if (withChildren === void 0) { withChildren = false; }
  115504. var serializationObject = {};
  115505. SceneSerializer.ClearCache();
  115506. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115507. if (withParents || withChildren) {
  115508. //deliberate for loop! not for each, appended should be processed as well.
  115509. for (var i = 0; i < toSerialize.length; ++i) {
  115510. if (withChildren) {
  115511. toSerialize[i].getDescendants().forEach(function (node) {
  115512. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115513. toSerialize.push(node);
  115514. }
  115515. });
  115516. }
  115517. //make sure the array doesn't contain the object already
  115518. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115519. toSerialize.push(toSerialize[i].parent);
  115520. }
  115521. }
  115522. }
  115523. toSerialize.forEach(function (mesh) {
  115524. finalizeSingleMesh(mesh, serializationObject);
  115525. });
  115526. return serializationObject;
  115527. };
  115528. return SceneSerializer;
  115529. }());
  115530. BABYLON.SceneSerializer = SceneSerializer;
  115531. })(BABYLON || (BABYLON = {}));
  115532. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115533. var BABYLON;
  115534. (function (BABYLON) {
  115535. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115536. if (!this.reflectionProbes) {
  115537. return -1;
  115538. }
  115539. var index = this.reflectionProbes.indexOf(toRemove);
  115540. if (index !== -1) {
  115541. this.reflectionProbes.splice(index, 1);
  115542. }
  115543. return index;
  115544. };
  115545. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115546. if (!this.reflectionProbes) {
  115547. this.reflectionProbes = [];
  115548. }
  115549. this.reflectionProbes.push(newReflectionProbe);
  115550. };
  115551. /**
  115552. * Class used to generate realtime reflection / refraction cube textures
  115553. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115554. */
  115555. var ReflectionProbe = /** @class */ (function () {
  115556. /**
  115557. * Creates a new reflection probe
  115558. * @param name defines the name of the probe
  115559. * @param size defines the texture resolution (for each face)
  115560. * @param scene defines the hosting scene
  115561. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115562. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115563. */
  115564. function ReflectionProbe(
  115565. /** defines the name of the probe */
  115566. name, size, scene, generateMipMaps, useFloat) {
  115567. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115568. if (useFloat === void 0) { useFloat = false; }
  115569. var _this = this;
  115570. this.name = name;
  115571. this._viewMatrix = BABYLON.Matrix.Identity();
  115572. this._target = BABYLON.Vector3.Zero();
  115573. this._add = BABYLON.Vector3.Zero();
  115574. this._invertYAxis = false;
  115575. /** Gets or sets probe position (center of the cube map) */
  115576. this.position = BABYLON.Vector3.Zero();
  115577. this._scene = scene;
  115578. // Create the scene field if not exist.
  115579. if (!this._scene.reflectionProbes) {
  115580. this._scene.reflectionProbes = new Array();
  115581. }
  115582. this._scene.reflectionProbes.push(this);
  115583. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115584. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115585. switch (faceIndex) {
  115586. case 0:
  115587. _this._add.copyFromFloats(1, 0, 0);
  115588. break;
  115589. case 1:
  115590. _this._add.copyFromFloats(-1, 0, 0);
  115591. break;
  115592. case 2:
  115593. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115594. break;
  115595. case 3:
  115596. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115597. break;
  115598. case 4:
  115599. _this._add.copyFromFloats(0, 0, 1);
  115600. break;
  115601. case 5:
  115602. _this._add.copyFromFloats(0, 0, -1);
  115603. break;
  115604. }
  115605. if (_this._attachedMesh) {
  115606. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115607. }
  115608. _this.position.addToRef(_this._add, _this._target);
  115609. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115610. if (scene.activeCamera) {
  115611. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115612. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115613. }
  115614. scene._forcedViewPosition = _this.position;
  115615. });
  115616. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115617. scene._forcedViewPosition = null;
  115618. scene.updateTransformMatrix(true);
  115619. });
  115620. }
  115621. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115622. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115623. get: function () {
  115624. return this._renderTargetTexture.samples;
  115625. },
  115626. set: function (value) {
  115627. this._renderTargetTexture.samples = value;
  115628. },
  115629. enumerable: true,
  115630. configurable: true
  115631. });
  115632. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115633. /** Gets or sets the refresh rate to use (on every frame by default) */
  115634. get: function () {
  115635. return this._renderTargetTexture.refreshRate;
  115636. },
  115637. set: function (value) {
  115638. this._renderTargetTexture.refreshRate = value;
  115639. },
  115640. enumerable: true,
  115641. configurable: true
  115642. });
  115643. /**
  115644. * Gets the hosting scene
  115645. * @returns a Scene
  115646. */
  115647. ReflectionProbe.prototype.getScene = function () {
  115648. return this._scene;
  115649. };
  115650. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115651. /** Gets the internal CubeTexture used to render to */
  115652. get: function () {
  115653. return this._renderTargetTexture;
  115654. },
  115655. enumerable: true,
  115656. configurable: true
  115657. });
  115658. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115659. /** Gets the list of meshes to render */
  115660. get: function () {
  115661. return this._renderTargetTexture.renderList;
  115662. },
  115663. enumerable: true,
  115664. configurable: true
  115665. });
  115666. /**
  115667. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115668. * @param mesh defines the mesh to attach to
  115669. */
  115670. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115671. this._attachedMesh = mesh;
  115672. };
  115673. /**
  115674. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115675. * @param renderingGroupId The rendering group id corresponding to its index
  115676. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115677. */
  115678. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115679. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115680. };
  115681. /**
  115682. * Clean all associated resources
  115683. */
  115684. ReflectionProbe.prototype.dispose = function () {
  115685. var index = this._scene.reflectionProbes.indexOf(this);
  115686. if (index !== -1) {
  115687. // Remove from the scene if found
  115688. this._scene.reflectionProbes.splice(index, 1);
  115689. }
  115690. if (this._renderTargetTexture) {
  115691. this._renderTargetTexture.dispose();
  115692. this._renderTargetTexture = null;
  115693. }
  115694. };
  115695. /**
  115696. * Converts the reflection probe information to a readable string for debug purpose.
  115697. * @param fullDetails Supports for multiple levels of logging within scene loading
  115698. * @returns the human readable reflection probe info
  115699. */
  115700. ReflectionProbe.prototype.toString = function (fullDetails) {
  115701. var ret = "Name: " + this.name;
  115702. if (fullDetails) {
  115703. ret += ", position: " + this.position.toString();
  115704. if (this._attachedMesh) {
  115705. ret += ", attached mesh: " + this._attachedMesh.name;
  115706. }
  115707. }
  115708. return ret;
  115709. };
  115710. /**
  115711. * Get the class name of the relfection probe.
  115712. * @returns "ReflectionProbe"
  115713. */
  115714. ReflectionProbe.prototype.getClassName = function () {
  115715. return "ReflectionProbe";
  115716. };
  115717. /**
  115718. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115719. * @returns The JSON representation of the texture
  115720. */
  115721. ReflectionProbe.prototype.serialize = function () {
  115722. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115723. serializationObject.isReflectionProbe = true;
  115724. return serializationObject;
  115725. };
  115726. /**
  115727. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115728. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115729. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115730. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115731. * @returns The parsed reflection probe if successful
  115732. */
  115733. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115734. var reflectionProbe = null;
  115735. if (scene.reflectionProbes) {
  115736. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115737. var rp = scene.reflectionProbes[index];
  115738. if (rp.name === parsedReflectionProbe.name) {
  115739. reflectionProbe = rp;
  115740. break;
  115741. }
  115742. }
  115743. }
  115744. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115745. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115746. if (parsedReflectionProbe._attachedMesh) {
  115747. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115748. }
  115749. return reflectionProbe;
  115750. };
  115751. __decorate([
  115752. BABYLON.serializeAsMeshReference()
  115753. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115754. __decorate([
  115755. BABYLON.serializeAsVector3()
  115756. ], ReflectionProbe.prototype, "position", void 0);
  115757. return ReflectionProbe;
  115758. }());
  115759. BABYLON.ReflectionProbe = ReflectionProbe;
  115760. })(BABYLON || (BABYLON = {}));
  115761. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115762. var BABYLON;
  115763. (function (BABYLON) {
  115764. /**
  115765. * Defines the layer scene component responsible to manage any layers
  115766. * in a given scene.
  115767. */
  115768. var LayerSceneComponent = /** @class */ (function () {
  115769. /**
  115770. * Creates a new instance of the component for the given scene
  115771. * @param scene Defines the scene to register the component in
  115772. */
  115773. function LayerSceneComponent(scene) {
  115774. /**
  115775. * The component name helpfull to identify the component in the list of scene components.
  115776. */
  115777. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115778. this.scene = scene;
  115779. this._engine = scene.getEngine();
  115780. scene.layers = new Array();
  115781. }
  115782. /**
  115783. * Registers the component in a given scene
  115784. */
  115785. LayerSceneComponent.prototype.register = function () {
  115786. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115787. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115788. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115789. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115790. };
  115791. /**
  115792. * Rebuilds the elements related to this component in case of
  115793. * context lost for instance.
  115794. */
  115795. LayerSceneComponent.prototype.rebuild = function () {
  115796. var layers = this.scene.layers;
  115797. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115798. var layer = layers_1[_i];
  115799. layer._rebuild();
  115800. }
  115801. };
  115802. /**
  115803. * Disposes the component and the associated ressources.
  115804. */
  115805. LayerSceneComponent.prototype.dispose = function () {
  115806. var layers = this.scene.layers;
  115807. while (layers.length) {
  115808. layers[0].dispose();
  115809. }
  115810. };
  115811. LayerSceneComponent.prototype._draw = function (predicate) {
  115812. var layers = this.scene.layers;
  115813. if (layers.length) {
  115814. this._engine.setDepthBuffer(false);
  115815. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115816. var layer = layers_2[_i];
  115817. if (predicate(layer)) {
  115818. layer.render();
  115819. }
  115820. }
  115821. this._engine.setDepthBuffer(true);
  115822. }
  115823. };
  115824. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115825. return !layer.renderOnlyInRenderTargetTextures &&
  115826. layer.isBackground === isBackground &&
  115827. ((layer.layerMask & cameraLayerMask) !== 0);
  115828. };
  115829. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115830. var _this = this;
  115831. this._draw(function (layer) {
  115832. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115833. });
  115834. };
  115835. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115836. var _this = this;
  115837. this._draw(function (layer) {
  115838. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115839. });
  115840. };
  115841. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115842. return (layer.renderTargetTextures.length > 0) &&
  115843. layer.isBackground === isBackground &&
  115844. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115845. ((layer.layerMask & cameraLayerMask) !== 0);
  115846. };
  115847. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115848. var _this = this;
  115849. this._draw(function (layer) {
  115850. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115851. });
  115852. };
  115853. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115854. var _this = this;
  115855. this._draw(function (layer) {
  115856. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115857. });
  115858. };
  115859. return LayerSceneComponent;
  115860. }());
  115861. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115862. })(BABYLON || (BABYLON = {}));
  115863. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115864. var BABYLON;
  115865. (function (BABYLON) {
  115866. /**
  115867. * This represents a full screen 2d layer.
  115868. * This can be useful to display a picture in the background of your scene for instance.
  115869. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115870. */
  115871. var Layer = /** @class */ (function () {
  115872. /**
  115873. * Instantiates a new layer.
  115874. * This represents a full screen 2d layer.
  115875. * This can be useful to display a picture in the background of your scene for instance.
  115876. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115877. * @param name Define the name of the layer in the scene
  115878. * @param imgUrl Define the url of the texture to display in the layer
  115879. * @param scene Define the scene the layer belongs to
  115880. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115881. * @param color Defines a color for the layer
  115882. */
  115883. function Layer(
  115884. /**
  115885. * Define the name of the layer.
  115886. */
  115887. name, imgUrl, scene, isBackground, color) {
  115888. this.name = name;
  115889. /**
  115890. * Define the scale of the layer in order to zoom in out of the texture.
  115891. */
  115892. this.scale = new BABYLON.Vector2(1, 1);
  115893. /**
  115894. * Define an offset for the layer in order to shift the texture.
  115895. */
  115896. this.offset = new BABYLON.Vector2(0, 0);
  115897. /**
  115898. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115899. */
  115900. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  115901. /**
  115902. * Define a mask to restrict the layer to only some of the scene cameras.
  115903. */
  115904. this.layerMask = 0x0FFFFFFF;
  115905. /**
  115906. * Define the list of render target the layer is visible into.
  115907. */
  115908. this.renderTargetTextures = [];
  115909. /**
  115910. * Define if the layer is only used in renderTarget or if it also
  115911. * renders in the main frame buffer of the canvas.
  115912. */
  115913. this.renderOnlyInRenderTargetTextures = false;
  115914. this._vertexBuffers = {};
  115915. /**
  115916. * An event triggered when the layer is disposed.
  115917. */
  115918. this.onDisposeObservable = new BABYLON.Observable();
  115919. /**
  115920. * An event triggered before rendering the scene
  115921. */
  115922. this.onBeforeRenderObservable = new BABYLON.Observable();
  115923. /**
  115924. * An event triggered after rendering the scene
  115925. */
  115926. this.onAfterRenderObservable = new BABYLON.Observable();
  115927. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  115928. this.isBackground = isBackground === undefined ? true : isBackground;
  115929. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  115930. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  115931. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  115932. if (!layerComponent) {
  115933. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  115934. this._scene._addComponent(layerComponent);
  115935. }
  115936. this._scene.layers.push(this);
  115937. var engine = this._scene.getEngine();
  115938. // VBO
  115939. var vertices = [];
  115940. vertices.push(1, 1);
  115941. vertices.push(-1, 1);
  115942. vertices.push(-1, -1);
  115943. vertices.push(1, -1);
  115944. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  115945. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  115946. this._createIndexBuffer();
  115947. // Effects
  115948. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  115949. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  115950. }
  115951. Object.defineProperty(Layer.prototype, "onDispose", {
  115952. /**
  115953. * Back compatibility with callback before the onDisposeObservable existed.
  115954. * The set callback will be triggered when the layer has been disposed.
  115955. */
  115956. set: function (callback) {
  115957. if (this._onDisposeObserver) {
  115958. this.onDisposeObservable.remove(this._onDisposeObserver);
  115959. }
  115960. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  115961. },
  115962. enumerable: true,
  115963. configurable: true
  115964. });
  115965. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  115966. /**
  115967. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115968. * The set callback will be triggered just before rendering the layer.
  115969. */
  115970. set: function (callback) {
  115971. if (this._onBeforeRenderObserver) {
  115972. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  115973. }
  115974. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  115975. },
  115976. enumerable: true,
  115977. configurable: true
  115978. });
  115979. Object.defineProperty(Layer.prototype, "onAfterRender", {
  115980. /**
  115981. * Back compatibility with callback before the onAfterRenderObservable existed.
  115982. * The set callback will be triggered just after rendering the layer.
  115983. */
  115984. set: function (callback) {
  115985. if (this._onAfterRenderObserver) {
  115986. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115987. }
  115988. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  115989. },
  115990. enumerable: true,
  115991. configurable: true
  115992. });
  115993. Layer.prototype._createIndexBuffer = function () {
  115994. var engine = this._scene.getEngine();
  115995. // Indices
  115996. var indices = [];
  115997. indices.push(0);
  115998. indices.push(1);
  115999. indices.push(2);
  116000. indices.push(0);
  116001. indices.push(2);
  116002. indices.push(3);
  116003. this._indexBuffer = engine.createIndexBuffer(indices);
  116004. };
  116005. /** @hidden */
  116006. Layer.prototype._rebuild = function () {
  116007. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116008. if (vb) {
  116009. vb._rebuild();
  116010. }
  116011. this._createIndexBuffer();
  116012. };
  116013. /**
  116014. * Renders the layer in the scene.
  116015. */
  116016. Layer.prototype.render = function () {
  116017. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116018. // Check
  116019. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116020. return;
  116021. }
  116022. var engine = this._scene.getEngine();
  116023. this.onBeforeRenderObservable.notifyObservers(this);
  116024. // Render
  116025. engine.enableEffect(currentEffect);
  116026. engine.setState(false);
  116027. // Texture
  116028. currentEffect.setTexture("textureSampler", this.texture);
  116029. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116030. // Color
  116031. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116032. // Scale / offset
  116033. currentEffect.setVector2("offset", this.offset);
  116034. currentEffect.setVector2("scale", this.scale);
  116035. // VBOs
  116036. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116037. // Draw order
  116038. if (!this.alphaTest) {
  116039. engine.setAlphaMode(this.alphaBlendingMode);
  116040. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116041. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116042. }
  116043. else {
  116044. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116045. }
  116046. this.onAfterRenderObservable.notifyObservers(this);
  116047. };
  116048. /**
  116049. * Disposes and releases the associated ressources.
  116050. */
  116051. Layer.prototype.dispose = function () {
  116052. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116053. if (vertexBuffer) {
  116054. vertexBuffer.dispose();
  116055. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116056. }
  116057. if (this._indexBuffer) {
  116058. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116059. this._indexBuffer = null;
  116060. }
  116061. if (this.texture) {
  116062. this.texture.dispose();
  116063. this.texture = null;
  116064. }
  116065. // Clean RTT list
  116066. this.renderTargetTextures = [];
  116067. // Remove from scene
  116068. var index = this._scene.layers.indexOf(this);
  116069. this._scene.layers.splice(index, 1);
  116070. // Callback
  116071. this.onDisposeObservable.notifyObservers(this);
  116072. this.onDisposeObservable.clear();
  116073. this.onAfterRenderObservable.clear();
  116074. this.onBeforeRenderObservable.clear();
  116075. };
  116076. return Layer;
  116077. }());
  116078. BABYLON.Layer = Layer;
  116079. })(BABYLON || (BABYLON = {}));
  116080. //# sourceMappingURL=babylon.layer.js.map
  116081. var BABYLON;
  116082. (function (BABYLON) {
  116083. /**
  116084. * Class used to host texture specific utilities
  116085. */
  116086. var TextureTools = /** @class */ (function () {
  116087. function TextureTools() {
  116088. }
  116089. /**
  116090. * Uses the GPU to create a copy texture rescaled at a given size
  116091. * @param texture Texture to copy from
  116092. * @param width defines the desired width
  116093. * @param height defines the desired height
  116094. * @param useBilinearMode defines if bilinear mode has to be used
  116095. * @return the generated texture
  116096. */
  116097. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116098. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116099. var scene = texture.getScene();
  116100. var engine = scene.getEngine();
  116101. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  116102. rtt.wrapU = texture.wrapU;
  116103. rtt.wrapV = texture.wrapV;
  116104. rtt.uOffset = texture.uOffset;
  116105. rtt.vOffset = texture.vOffset;
  116106. rtt.uScale = texture.uScale;
  116107. rtt.vScale = texture.vScale;
  116108. rtt.uAng = texture.uAng;
  116109. rtt.vAng = texture.vAng;
  116110. rtt.wAng = texture.wAng;
  116111. rtt.coordinatesIndex = texture.coordinatesIndex;
  116112. rtt.level = texture.level;
  116113. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116114. rtt._texture.isReady = false;
  116115. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116116. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116117. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116118. passPostProcess.getEffect().executeWhenCompiled(function () {
  116119. passPostProcess.onApply = function (effect) {
  116120. effect.setTexture("textureSampler", texture);
  116121. };
  116122. var internalTexture = rtt.getInternalTexture();
  116123. if (internalTexture) {
  116124. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116125. engine.unBindFramebuffer(internalTexture);
  116126. rtt.disposeFramebufferObjects();
  116127. passPostProcess.dispose();
  116128. internalTexture.isReady = true;
  116129. }
  116130. });
  116131. return rtt;
  116132. };
  116133. /**
  116134. * Gets an environment BRDF texture for a given scene
  116135. * @param scene defines the hosting scene
  116136. * @returns the environment BRDF texture
  116137. */
  116138. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116139. if (!scene._environmentBRDFTexture) {
  116140. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116141. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116142. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116143. scene._environmentBRDFTexture = texture;
  116144. }
  116145. return scene._environmentBRDFTexture;
  116146. };
  116147. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  116148. return TextureTools;
  116149. }());
  116150. BABYLON.TextureTools = TextureTools;
  116151. })(BABYLON || (BABYLON = {}));
  116152. //# sourceMappingURL=babylon.textureTools.js.map
  116153. var BABYLON;
  116154. (function (BABYLON) {
  116155. /**
  116156. * 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.
  116157. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116158. */
  116159. var FramingBehavior = /** @class */ (function () {
  116160. function FramingBehavior() {
  116161. this._mode = FramingBehavior.FitFrustumSidesMode;
  116162. this._radiusScale = 1.0;
  116163. this._positionScale = 0.5;
  116164. this._defaultElevation = 0.3;
  116165. this._elevationReturnTime = 1500;
  116166. this._elevationReturnWaitTime = 1000;
  116167. this._zoomStopsAnimation = false;
  116168. this._framingTime = 1500;
  116169. /**
  116170. * Define if the behavior should automatically change the configured
  116171. * camera limits and sensibilities.
  116172. */
  116173. this.autoCorrectCameraLimitsAndSensibility = true;
  116174. this._isPointerDown = false;
  116175. this._lastInteractionTime = -Infinity;
  116176. // Framing control
  116177. this._animatables = new Array();
  116178. this._betaIsAnimating = false;
  116179. }
  116180. Object.defineProperty(FramingBehavior.prototype, "name", {
  116181. /**
  116182. * Gets the name of the behavior.
  116183. */
  116184. get: function () {
  116185. return "Framing";
  116186. },
  116187. enumerable: true,
  116188. configurable: true
  116189. });
  116190. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116191. /**
  116192. * Gets current mode used by the behavior.
  116193. */
  116194. get: function () {
  116195. return this._mode;
  116196. },
  116197. /**
  116198. * Sets the current mode used by the behavior
  116199. */
  116200. set: function (mode) {
  116201. this._mode = mode;
  116202. },
  116203. enumerable: true,
  116204. configurable: true
  116205. });
  116206. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116207. /**
  116208. * Gets the scale applied to the radius
  116209. */
  116210. get: function () {
  116211. return this._radiusScale;
  116212. },
  116213. /**
  116214. * Sets the scale applied to the radius (1 by default)
  116215. */
  116216. set: function (radius) {
  116217. this._radiusScale = radius;
  116218. },
  116219. enumerable: true,
  116220. configurable: true
  116221. });
  116222. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116223. /**
  116224. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116225. */
  116226. get: function () {
  116227. return this._positionScale;
  116228. },
  116229. /**
  116230. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116231. */
  116232. set: function (scale) {
  116233. this._positionScale = scale;
  116234. },
  116235. enumerable: true,
  116236. configurable: true
  116237. });
  116238. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116239. /**
  116240. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116241. * behaviour is triggered, in radians.
  116242. */
  116243. get: function () {
  116244. return this._defaultElevation;
  116245. },
  116246. /**
  116247. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116248. * behaviour is triggered, in radians.
  116249. */
  116250. set: function (elevation) {
  116251. this._defaultElevation = elevation;
  116252. },
  116253. enumerable: true,
  116254. configurable: true
  116255. });
  116256. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116257. /**
  116258. * Gets the time (in milliseconds) taken to return to the default beta position.
  116259. * Negative value indicates camera should not return to default.
  116260. */
  116261. get: function () {
  116262. return this._elevationReturnTime;
  116263. },
  116264. /**
  116265. * Sets the time (in milliseconds) taken to return to the default beta position.
  116266. * Negative value indicates camera should not return to default.
  116267. */
  116268. set: function (speed) {
  116269. this._elevationReturnTime = speed;
  116270. },
  116271. enumerable: true,
  116272. configurable: true
  116273. });
  116274. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116275. /**
  116276. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116277. */
  116278. get: function () {
  116279. return this._elevationReturnWaitTime;
  116280. },
  116281. /**
  116282. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116283. */
  116284. set: function (time) {
  116285. this._elevationReturnWaitTime = time;
  116286. },
  116287. enumerable: true,
  116288. configurable: true
  116289. });
  116290. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116291. /**
  116292. * Gets the flag that indicates if user zooming should stop animation.
  116293. */
  116294. get: function () {
  116295. return this._zoomStopsAnimation;
  116296. },
  116297. /**
  116298. * Sets the flag that indicates if user zooming should stop animation.
  116299. */
  116300. set: function (flag) {
  116301. this._zoomStopsAnimation = flag;
  116302. },
  116303. enumerable: true,
  116304. configurable: true
  116305. });
  116306. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116307. /**
  116308. * Gets the transition time when framing the mesh, in milliseconds
  116309. */
  116310. get: function () {
  116311. return this._framingTime;
  116312. },
  116313. /**
  116314. * Sets the transition time when framing the mesh, in milliseconds
  116315. */
  116316. set: function (time) {
  116317. this._framingTime = time;
  116318. },
  116319. enumerable: true,
  116320. configurable: true
  116321. });
  116322. /**
  116323. * Initializes the behavior.
  116324. */
  116325. FramingBehavior.prototype.init = function () {
  116326. // Do notihng
  116327. };
  116328. /**
  116329. * Attaches the behavior to its arc rotate camera.
  116330. * @param camera Defines the camera to attach the behavior to
  116331. */
  116332. FramingBehavior.prototype.attach = function (camera) {
  116333. var _this = this;
  116334. this._attachedCamera = camera;
  116335. var scene = this._attachedCamera.getScene();
  116336. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116337. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116338. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116339. _this._isPointerDown = true;
  116340. return;
  116341. }
  116342. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116343. _this._isPointerDown = false;
  116344. }
  116345. });
  116346. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116347. if (mesh) {
  116348. _this.zoomOnMesh(mesh);
  116349. }
  116350. });
  116351. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116352. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116353. _this._applyUserInteraction();
  116354. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116355. // back to the default position after a given timeout
  116356. _this._maintainCameraAboveGround();
  116357. });
  116358. };
  116359. /**
  116360. * Detaches the behavior from its current arc rotate camera.
  116361. */
  116362. FramingBehavior.prototype.detach = function () {
  116363. if (!this._attachedCamera) {
  116364. return;
  116365. }
  116366. var scene = this._attachedCamera.getScene();
  116367. if (this._onPrePointerObservableObserver) {
  116368. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116369. }
  116370. if (this._onAfterCheckInputsObserver) {
  116371. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116372. }
  116373. if (this._onMeshTargetChangedObserver) {
  116374. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116375. }
  116376. this._attachedCamera = null;
  116377. };
  116378. /**
  116379. * Targets the given mesh and updates zoom level accordingly.
  116380. * @param mesh The mesh to target.
  116381. * @param radius Optional. If a cached radius position already exists, overrides default.
  116382. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116383. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116384. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116385. */
  116386. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116387. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116388. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116389. mesh.computeWorldMatrix(true);
  116390. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116391. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116392. };
  116393. /**
  116394. * Targets the given mesh with its children and updates zoom level accordingly.
  116395. * @param mesh The mesh to target.
  116396. * @param radius Optional. If a cached radius position already exists, overrides default.
  116397. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116398. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116399. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116400. */
  116401. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116402. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116403. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116404. mesh.computeWorldMatrix(true);
  116405. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116406. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116407. };
  116408. /**
  116409. * Targets the given meshes with their children and updates zoom level accordingly.
  116410. * @param meshes The mesh to target.
  116411. * @param radius Optional. If a cached radius position already exists, overrides default.
  116412. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116413. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116414. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116415. */
  116416. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116417. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116418. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116419. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116420. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116421. for (var i = 0; i < meshes.length; i++) {
  116422. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116423. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116424. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116425. }
  116426. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116427. };
  116428. /**
  116429. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116430. * @param minimumWorld Determines the smaller position of the bounding box extend
  116431. * @param maximumWorld Determines the bigger position of the bounding box extend
  116432. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116433. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116434. */
  116435. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116436. var _this = this;
  116437. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116438. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116439. var zoomTarget;
  116440. if (!this._attachedCamera) {
  116441. return;
  116442. }
  116443. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116444. var bottom = minimumWorld.y;
  116445. var top = maximumWorld.y;
  116446. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116447. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116448. if (focusOnOriginXZ) {
  116449. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116450. }
  116451. else {
  116452. var centerWorld = minimumWorld.add(radiusWorld);
  116453. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116454. }
  116455. if (!this._vectorTransition) {
  116456. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116457. }
  116458. this._betaIsAnimating = true;
  116459. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116460. if (animatable) {
  116461. this._animatables.push(animatable);
  116462. }
  116463. // sets the radius and lower radius bounds
  116464. // Small delta ensures camera is not always at lower zoom limit.
  116465. var radius = 0;
  116466. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116467. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116468. if (this.autoCorrectCameraLimitsAndSensibility) {
  116469. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116470. }
  116471. radius = position;
  116472. }
  116473. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116474. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116475. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116476. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116477. }
  116478. }
  116479. // Set sensibilities
  116480. if (this.autoCorrectCameraLimitsAndSensibility) {
  116481. var extend = maximumWorld.subtract(minimumWorld).length();
  116482. this._attachedCamera.panningSensibility = 5000 / extend;
  116483. this._attachedCamera.wheelPrecision = 100 / radius;
  116484. }
  116485. // transition to new radius
  116486. if (!this._radiusTransition) {
  116487. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116488. }
  116489. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116490. _this.stopAllAnimations();
  116491. if (onAnimationEnd) {
  116492. onAnimationEnd();
  116493. }
  116494. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116495. _this._attachedCamera.storeState();
  116496. }
  116497. });
  116498. if (animatable) {
  116499. this._animatables.push(animatable);
  116500. }
  116501. };
  116502. /**
  116503. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116504. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116505. * frustum width.
  116506. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116507. * to fully enclose the mesh in the viewing frustum.
  116508. */
  116509. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116510. var size = maximumWorld.subtract(minimumWorld);
  116511. var boxVectorGlobalDiagonal = size.length();
  116512. var frustumSlope = this._getFrustumSlope();
  116513. // Formula for setting distance
  116514. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116515. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116516. // Horizon distance
  116517. var radius = radiusWithoutFraming * this._radiusScale;
  116518. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116519. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116520. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116521. var camera = this._attachedCamera;
  116522. if (!camera) {
  116523. return 0;
  116524. }
  116525. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116526. // Don't exceed the requested limit
  116527. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116528. }
  116529. // Don't exceed the upper radius limit
  116530. if (camera.upperRadiusLimit) {
  116531. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116532. }
  116533. return distance;
  116534. };
  116535. /**
  116536. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116537. * is automatically returned to its default position (expected to be above ground plane).
  116538. */
  116539. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116540. var _this = this;
  116541. if (this._elevationReturnTime < 0) {
  116542. return;
  116543. }
  116544. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116545. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116546. var limitBeta = Math.PI * 0.5;
  116547. // Bring the camera back up if below the ground plane
  116548. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116549. this._betaIsAnimating = true;
  116550. //Transition to new position
  116551. this.stopAllAnimations();
  116552. if (!this._betaTransition) {
  116553. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116554. }
  116555. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116556. _this._clearAnimationLocks();
  116557. _this.stopAllAnimations();
  116558. });
  116559. if (animatabe) {
  116560. this._animatables.push(animatabe);
  116561. }
  116562. }
  116563. };
  116564. /**
  116565. * Returns the frustum slope based on the canvas ratio and camera FOV
  116566. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116567. */
  116568. FramingBehavior.prototype._getFrustumSlope = function () {
  116569. // Calculate the viewport ratio
  116570. // Aspect Ratio is Height/Width.
  116571. var camera = this._attachedCamera;
  116572. if (!camera) {
  116573. return BABYLON.Vector2.Zero();
  116574. }
  116575. var engine = camera.getScene().getEngine();
  116576. var aspectRatio = engine.getAspectRatio(camera);
  116577. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116578. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116579. var frustumSlopeY = Math.tan(camera.fov / 2);
  116580. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116581. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116582. // along the forward vector.
  116583. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116584. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116585. };
  116586. /**
  116587. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116588. */
  116589. FramingBehavior.prototype._clearAnimationLocks = function () {
  116590. this._betaIsAnimating = false;
  116591. };
  116592. /**
  116593. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116594. */
  116595. FramingBehavior.prototype._applyUserInteraction = function () {
  116596. if (this.isUserIsMoving) {
  116597. this._lastInteractionTime = BABYLON.Tools.Now;
  116598. this.stopAllAnimations();
  116599. this._clearAnimationLocks();
  116600. }
  116601. };
  116602. /**
  116603. * Stops and removes all animations that have been applied to the camera
  116604. */
  116605. FramingBehavior.prototype.stopAllAnimations = function () {
  116606. if (this._attachedCamera) {
  116607. this._attachedCamera.animations = [];
  116608. }
  116609. while (this._animatables.length) {
  116610. if (this._animatables[0]) {
  116611. this._animatables[0].onAnimationEnd = null;
  116612. this._animatables[0].stop();
  116613. }
  116614. this._animatables.shift();
  116615. }
  116616. };
  116617. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116618. /**
  116619. * Gets a value indicating if the user is moving the camera
  116620. */
  116621. get: function () {
  116622. if (!this._attachedCamera) {
  116623. return false;
  116624. }
  116625. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116626. this._attachedCamera.inertialBetaOffset !== 0 ||
  116627. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116628. this._attachedCamera.inertialPanningX !== 0 ||
  116629. this._attachedCamera.inertialPanningY !== 0 ||
  116630. this._isPointerDown;
  116631. },
  116632. enumerable: true,
  116633. configurable: true
  116634. });
  116635. /**
  116636. * The easing function used by animations
  116637. */
  116638. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116639. /**
  116640. * The easing mode used by animations
  116641. */
  116642. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116643. // Statics
  116644. /**
  116645. * The camera can move all the way towards the mesh.
  116646. */
  116647. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116648. /**
  116649. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116650. */
  116651. FramingBehavior.FitFrustumSidesMode = 1;
  116652. return FramingBehavior;
  116653. }());
  116654. BABYLON.FramingBehavior = FramingBehavior;
  116655. })(BABYLON || (BABYLON = {}));
  116656. //# sourceMappingURL=babylon.framingBehavior.js.map
  116657. var BABYLON;
  116658. (function (BABYLON) {
  116659. /**
  116660. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116661. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116662. */
  116663. var BouncingBehavior = /** @class */ (function () {
  116664. function BouncingBehavior() {
  116665. /**
  116666. * The duration of the animation, in milliseconds
  116667. */
  116668. this.transitionDuration = 450;
  116669. /**
  116670. * Length of the distance animated by the transition when lower radius is reached
  116671. */
  116672. this.lowerRadiusTransitionRange = 2;
  116673. /**
  116674. * Length of the distance animated by the transition when upper radius is reached
  116675. */
  116676. this.upperRadiusTransitionRange = -2;
  116677. this._autoTransitionRange = false;
  116678. // Animations
  116679. this._radiusIsAnimating = false;
  116680. this._radiusBounceTransition = null;
  116681. this._animatables = new Array();
  116682. }
  116683. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116684. /**
  116685. * Gets the name of the behavior.
  116686. */
  116687. get: function () {
  116688. return "Bouncing";
  116689. },
  116690. enumerable: true,
  116691. configurable: true
  116692. });
  116693. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116694. /**
  116695. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116696. */
  116697. get: function () {
  116698. return this._autoTransitionRange;
  116699. },
  116700. /**
  116701. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116702. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116703. */
  116704. set: function (value) {
  116705. var _this = this;
  116706. if (this._autoTransitionRange === value) {
  116707. return;
  116708. }
  116709. this._autoTransitionRange = value;
  116710. var camera = this._attachedCamera;
  116711. if (!camera) {
  116712. return;
  116713. }
  116714. if (value) {
  116715. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116716. if (!mesh) {
  116717. return;
  116718. }
  116719. mesh.computeWorldMatrix(true);
  116720. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116721. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116722. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116723. });
  116724. }
  116725. else if (this._onMeshTargetChangedObserver) {
  116726. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116727. }
  116728. },
  116729. enumerable: true,
  116730. configurable: true
  116731. });
  116732. /**
  116733. * Initializes the behavior.
  116734. */
  116735. BouncingBehavior.prototype.init = function () {
  116736. // Do notihng
  116737. };
  116738. /**
  116739. * Attaches the behavior to its arc rotate camera.
  116740. * @param camera Defines the camera to attach the behavior to
  116741. */
  116742. BouncingBehavior.prototype.attach = function (camera) {
  116743. var _this = this;
  116744. this._attachedCamera = camera;
  116745. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116746. if (!_this._attachedCamera) {
  116747. return;
  116748. }
  116749. // Add the bounce animation to the lower radius limit
  116750. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116751. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116752. }
  116753. // Add the bounce animation to the upper radius limit
  116754. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116755. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116756. }
  116757. });
  116758. };
  116759. /**
  116760. * Detaches the behavior from its current arc rotate camera.
  116761. */
  116762. BouncingBehavior.prototype.detach = function () {
  116763. if (!this._attachedCamera) {
  116764. return;
  116765. }
  116766. if (this._onAfterCheckInputsObserver) {
  116767. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116768. }
  116769. if (this._onMeshTargetChangedObserver) {
  116770. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116771. }
  116772. this._attachedCamera = null;
  116773. };
  116774. /**
  116775. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116776. * @param radiusLimit The limit to check against.
  116777. * @return Bool to indicate if at limit.
  116778. */
  116779. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116780. if (!this._attachedCamera) {
  116781. return false;
  116782. }
  116783. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116784. return true;
  116785. }
  116786. return false;
  116787. };
  116788. /**
  116789. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116790. * @param radiusDelta The delta by which to animate to. Can be negative.
  116791. */
  116792. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116793. var _this = this;
  116794. if (!this._attachedCamera) {
  116795. return;
  116796. }
  116797. if (!this._radiusBounceTransition) {
  116798. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116799. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116800. }
  116801. // Prevent zoom until bounce has completed
  116802. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116803. this._attachedCamera.wheelPrecision = Infinity;
  116804. this._attachedCamera.inertialRadiusOffset = 0;
  116805. // Animate to the radius limit
  116806. this.stopAllAnimations();
  116807. this._radiusIsAnimating = true;
  116808. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116809. if (animatable) {
  116810. this._animatables.push(animatable);
  116811. }
  116812. };
  116813. /**
  116814. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116815. */
  116816. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116817. this._radiusIsAnimating = false;
  116818. if (this._attachedCamera) {
  116819. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116820. }
  116821. };
  116822. /**
  116823. * Stops and removes all animations that have been applied to the camera
  116824. */
  116825. BouncingBehavior.prototype.stopAllAnimations = function () {
  116826. if (this._attachedCamera) {
  116827. this._attachedCamera.animations = [];
  116828. }
  116829. while (this._animatables.length) {
  116830. this._animatables[0].onAnimationEnd = null;
  116831. this._animatables[0].stop();
  116832. this._animatables.shift();
  116833. }
  116834. };
  116835. /**
  116836. * The easing function used by animations
  116837. */
  116838. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116839. /**
  116840. * The easing mode used by animations
  116841. */
  116842. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116843. return BouncingBehavior;
  116844. }());
  116845. BABYLON.BouncingBehavior = BouncingBehavior;
  116846. })(BABYLON || (BABYLON = {}));
  116847. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116848. var BABYLON;
  116849. (function (BABYLON) {
  116850. /**
  116851. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116852. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116853. */
  116854. var AutoRotationBehavior = /** @class */ (function () {
  116855. function AutoRotationBehavior() {
  116856. this._zoomStopsAnimation = false;
  116857. this._idleRotationSpeed = 0.05;
  116858. this._idleRotationWaitTime = 2000;
  116859. this._idleRotationSpinupTime = 2000;
  116860. this._isPointerDown = false;
  116861. this._lastFrameTime = null;
  116862. this._lastInteractionTime = -Infinity;
  116863. this._cameraRotationSpeed = 0;
  116864. this._lastFrameRadius = 0;
  116865. }
  116866. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116867. /**
  116868. * Gets the name of the behavior.
  116869. */
  116870. get: function () {
  116871. return "AutoRotation";
  116872. },
  116873. enumerable: true,
  116874. configurable: true
  116875. });
  116876. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116877. /**
  116878. * Gets the flag that indicates if user zooming should stop animation.
  116879. */
  116880. get: function () {
  116881. return this._zoomStopsAnimation;
  116882. },
  116883. /**
  116884. * Sets the flag that indicates if user zooming should stop animation.
  116885. */
  116886. set: function (flag) {
  116887. this._zoomStopsAnimation = flag;
  116888. },
  116889. enumerable: true,
  116890. configurable: true
  116891. });
  116892. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116893. /**
  116894. * Gets the default speed at which the camera rotates around the model.
  116895. */
  116896. get: function () {
  116897. return this._idleRotationSpeed;
  116898. },
  116899. /**
  116900. * Sets the default speed at which the camera rotates around the model.
  116901. */
  116902. set: function (speed) {
  116903. this._idleRotationSpeed = speed;
  116904. },
  116905. enumerable: true,
  116906. configurable: true
  116907. });
  116908. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  116909. /**
  116910. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  116911. */
  116912. get: function () {
  116913. return this._idleRotationWaitTime;
  116914. },
  116915. /**
  116916. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  116917. */
  116918. set: function (time) {
  116919. this._idleRotationWaitTime = time;
  116920. },
  116921. enumerable: true,
  116922. configurable: true
  116923. });
  116924. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  116925. /**
  116926. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116927. */
  116928. get: function () {
  116929. return this._idleRotationSpinupTime;
  116930. },
  116931. /**
  116932. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116933. */
  116934. set: function (time) {
  116935. this._idleRotationSpinupTime = time;
  116936. },
  116937. enumerable: true,
  116938. configurable: true
  116939. });
  116940. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116941. /**
  116942. * Gets a value indicating if the camera is currently rotating because of this behavior
  116943. */
  116944. get: function () {
  116945. return Math.abs(this._cameraRotationSpeed) > 0;
  116946. },
  116947. enumerable: true,
  116948. configurable: true
  116949. });
  116950. /**
  116951. * Initializes the behavior.
  116952. */
  116953. AutoRotationBehavior.prototype.init = function () {
  116954. // Do notihng
  116955. };
  116956. /**
  116957. * Attaches the behavior to its arc rotate camera.
  116958. * @param camera Defines the camera to attach the behavior to
  116959. */
  116960. AutoRotationBehavior.prototype.attach = function (camera) {
  116961. var _this = this;
  116962. this._attachedCamera = camera;
  116963. var scene = this._attachedCamera.getScene();
  116964. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116965. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116966. _this._isPointerDown = true;
  116967. return;
  116968. }
  116969. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116970. _this._isPointerDown = false;
  116971. }
  116972. });
  116973. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116974. var now = BABYLON.Tools.Now;
  116975. var dt = 0;
  116976. if (_this._lastFrameTime != null) {
  116977. dt = now - _this._lastFrameTime;
  116978. }
  116979. _this._lastFrameTime = now;
  116980. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116981. _this._applyUserInteraction();
  116982. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  116983. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  116984. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  116985. // Step camera rotation by rotation speed
  116986. if (_this._attachedCamera) {
  116987. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  116988. }
  116989. });
  116990. };
  116991. /**
  116992. * Detaches the behavior from its current arc rotate camera.
  116993. */
  116994. AutoRotationBehavior.prototype.detach = function () {
  116995. if (!this._attachedCamera) {
  116996. return;
  116997. }
  116998. var scene = this._attachedCamera.getScene();
  116999. if (this._onPrePointerObservableObserver) {
  117000. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117001. }
  117002. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117003. this._attachedCamera = null;
  117004. };
  117005. /**
  117006. * Returns true if user is scrolling.
  117007. * @return true if user is scrolling.
  117008. */
  117009. AutoRotationBehavior.prototype._userIsZooming = function () {
  117010. if (!this._attachedCamera) {
  117011. return false;
  117012. }
  117013. return this._attachedCamera.inertialRadiusOffset !== 0;
  117014. };
  117015. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117016. if (!this._attachedCamera) {
  117017. return false;
  117018. }
  117019. var zoomHasHitLimit = false;
  117020. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117021. zoomHasHitLimit = true;
  117022. }
  117023. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117024. this._lastFrameRadius = this._attachedCamera.radius;
  117025. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117026. };
  117027. /**
  117028. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117029. */
  117030. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117031. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117032. this._lastInteractionTime = BABYLON.Tools.Now;
  117033. }
  117034. };
  117035. // Tools
  117036. AutoRotationBehavior.prototype._userIsMoving = function () {
  117037. if (!this._attachedCamera) {
  117038. return false;
  117039. }
  117040. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117041. this._attachedCamera.inertialBetaOffset !== 0 ||
  117042. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117043. this._attachedCamera.inertialPanningX !== 0 ||
  117044. this._attachedCamera.inertialPanningY !== 0 ||
  117045. this._isPointerDown;
  117046. };
  117047. return AutoRotationBehavior;
  117048. }());
  117049. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117050. })(BABYLON || (BABYLON = {}));
  117051. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117052. var BABYLON;
  117053. (function (BABYLON) {
  117054. /**
  117055. * Options to create the null engine
  117056. */
  117057. var NullEngineOptions = /** @class */ (function () {
  117058. function NullEngineOptions() {
  117059. /**
  117060. * Render width (Default: 512)
  117061. */
  117062. this.renderWidth = 512;
  117063. /**
  117064. * Render height (Default: 256)
  117065. */
  117066. this.renderHeight = 256;
  117067. /**
  117068. * Texture size (Default: 512)
  117069. */
  117070. this.textureSize = 512;
  117071. /**
  117072. * If delta time between frames should be constant
  117073. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117074. */
  117075. this.deterministicLockstep = false;
  117076. /**
  117077. * Maximum about of steps between frames (Default: 4)
  117078. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117079. */
  117080. this.lockstepMaxSteps = 4;
  117081. }
  117082. return NullEngineOptions;
  117083. }());
  117084. BABYLON.NullEngineOptions = NullEngineOptions;
  117085. /**
  117086. * The null engine class provides support for headless version of babylon.js.
  117087. * This can be used in server side scenario or for testing purposes
  117088. */
  117089. var NullEngine = /** @class */ (function (_super) {
  117090. __extends(NullEngine, _super);
  117091. function NullEngine(options) {
  117092. if (options === void 0) { options = new NullEngineOptions(); }
  117093. var _this = _super.call(this, null) || this;
  117094. if (options.deterministicLockstep === undefined) {
  117095. options.deterministicLockstep = false;
  117096. }
  117097. if (options.lockstepMaxSteps === undefined) {
  117098. options.lockstepMaxSteps = 4;
  117099. }
  117100. _this._options = options;
  117101. // Init caps
  117102. // We consider we are on a webgl1 capable device
  117103. _this._caps = new BABYLON.EngineCapabilities();
  117104. _this._caps.maxTexturesImageUnits = 16;
  117105. _this._caps.maxVertexTextureImageUnits = 16;
  117106. _this._caps.maxTextureSize = 512;
  117107. _this._caps.maxCubemapTextureSize = 512;
  117108. _this._caps.maxRenderTextureSize = 512;
  117109. _this._caps.maxVertexAttribs = 16;
  117110. _this._caps.maxVaryingVectors = 16;
  117111. _this._caps.maxFragmentUniformVectors = 16;
  117112. _this._caps.maxVertexUniformVectors = 16;
  117113. // Extensions
  117114. _this._caps.standardDerivatives = false;
  117115. _this._caps.astc = null;
  117116. _this._caps.s3tc = null;
  117117. _this._caps.pvrtc = null;
  117118. _this._caps.etc1 = null;
  117119. _this._caps.etc2 = null;
  117120. _this._caps.textureAnisotropicFilterExtension = null;
  117121. _this._caps.maxAnisotropy = 0;
  117122. _this._caps.uintIndices = false;
  117123. _this._caps.fragmentDepthSupported = false;
  117124. _this._caps.highPrecisionShaderSupported = true;
  117125. _this._caps.colorBufferFloat = false;
  117126. _this._caps.textureFloat = false;
  117127. _this._caps.textureFloatLinearFiltering = false;
  117128. _this._caps.textureFloatRender = false;
  117129. _this._caps.textureHalfFloat = false;
  117130. _this._caps.textureHalfFloatLinearFiltering = false;
  117131. _this._caps.textureHalfFloatRender = false;
  117132. _this._caps.textureLOD = false;
  117133. _this._caps.drawBuffersExtension = false;
  117134. _this._caps.depthTextureExtension = false;
  117135. _this._caps.vertexArrayObject = false;
  117136. _this._caps.instancedArrays = false;
  117137. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117138. // Wrappers
  117139. if (typeof URL === "undefined") {
  117140. URL = {
  117141. createObjectURL: function () { },
  117142. revokeObjectURL: function () { }
  117143. };
  117144. }
  117145. if (typeof Blob === "undefined") {
  117146. Blob = function () { };
  117147. }
  117148. return _this;
  117149. }
  117150. /**
  117151. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117152. */
  117153. NullEngine.prototype.isDeterministicLockStep = function () {
  117154. return this._options.deterministicLockstep;
  117155. };
  117156. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117157. NullEngine.prototype.getLockstepMaxSteps = function () {
  117158. return this._options.lockstepMaxSteps;
  117159. };
  117160. /**
  117161. * Sets hardware scaling, used to save performance if needed
  117162. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117163. */
  117164. NullEngine.prototype.getHardwareScalingLevel = function () {
  117165. return 1.0;
  117166. };
  117167. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117168. return {
  117169. capacity: 0,
  117170. references: 1,
  117171. is32Bits: false
  117172. };
  117173. };
  117174. NullEngine.prototype.createIndexBuffer = function (indices) {
  117175. return {
  117176. capacity: 0,
  117177. references: 1,
  117178. is32Bits: false
  117179. };
  117180. };
  117181. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117182. if (stencil === void 0) { stencil = false; }
  117183. };
  117184. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117185. if (useScreen === void 0) { useScreen = false; }
  117186. if (!useScreen && this._currentRenderTarget) {
  117187. return this._currentRenderTarget.width;
  117188. }
  117189. return this._options.renderWidth;
  117190. };
  117191. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117192. if (useScreen === void 0) { useScreen = false; }
  117193. if (!useScreen && this._currentRenderTarget) {
  117194. return this._currentRenderTarget.height;
  117195. }
  117196. return this._options.renderHeight;
  117197. };
  117198. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117199. this._cachedViewport = viewport;
  117200. };
  117201. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117202. return {
  117203. transformFeedback: null,
  117204. __SPECTOR_rebuildProgram: null,
  117205. isParallelCompiled: false
  117206. };
  117207. };
  117208. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117209. return [];
  117210. };
  117211. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117212. return [];
  117213. };
  117214. NullEngine.prototype.bindSamplers = function (effect) {
  117215. this._currentEffect = null;
  117216. };
  117217. NullEngine.prototype.enableEffect = function (effect) {
  117218. this._currentEffect = effect;
  117219. if (effect.onBind) {
  117220. effect.onBind(effect);
  117221. }
  117222. if (effect._onBindObservable) {
  117223. effect._onBindObservable.notifyObservers(effect);
  117224. }
  117225. };
  117226. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117227. if (zOffset === void 0) { zOffset = 0; }
  117228. if (reverseSide === void 0) { reverseSide = false; }
  117229. };
  117230. NullEngine.prototype.setIntArray = function (uniform, array) {
  117231. };
  117232. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117233. };
  117234. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117235. };
  117236. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117237. };
  117238. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117239. };
  117240. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117241. };
  117242. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117243. };
  117244. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117245. };
  117246. NullEngine.prototype.setArray = function (uniform, array) {
  117247. };
  117248. NullEngine.prototype.setArray2 = function (uniform, array) {
  117249. };
  117250. NullEngine.prototype.setArray3 = function (uniform, array) {
  117251. };
  117252. NullEngine.prototype.setArray4 = function (uniform, array) {
  117253. };
  117254. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117255. };
  117256. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117257. };
  117258. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117259. };
  117260. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117261. };
  117262. NullEngine.prototype.setFloat = function (uniform, value) {
  117263. };
  117264. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117265. };
  117266. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117267. };
  117268. NullEngine.prototype.setBool = function (uniform, bool) {
  117269. };
  117270. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117271. };
  117272. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117273. };
  117274. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117275. };
  117276. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117277. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117278. if (this._alphaMode === mode) {
  117279. return;
  117280. }
  117281. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117282. if (!noDepthWriteChange) {
  117283. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117284. }
  117285. this._alphaMode = mode;
  117286. };
  117287. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117288. };
  117289. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117290. if (this.preventCacheWipeBetweenFrames) {
  117291. return;
  117292. }
  117293. this.resetTextureCache();
  117294. this._currentEffect = null;
  117295. if (bruteForce) {
  117296. this._currentProgram = null;
  117297. this._stencilState.reset();
  117298. this._depthCullingState.reset();
  117299. this._alphaState.reset();
  117300. }
  117301. this._cachedVertexBuffers = null;
  117302. this._cachedIndexBuffer = null;
  117303. this._cachedEffectForVertexBuffers = null;
  117304. };
  117305. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117306. };
  117307. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117308. };
  117309. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117310. };
  117311. /** @hidden */
  117312. NullEngine.prototype._createTexture = function () {
  117313. return {};
  117314. };
  117315. /** @hidden */
  117316. NullEngine.prototype._releaseTexture = function (texture) {
  117317. };
  117318. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117319. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117320. if (onLoad === void 0) { onLoad = null; }
  117321. if (onError === void 0) { onError = null; }
  117322. if (buffer === void 0) { buffer = null; }
  117323. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117324. var url = String(urlArg);
  117325. texture.url = url;
  117326. texture.generateMipMaps = !noMipmap;
  117327. texture.samplingMode = samplingMode;
  117328. texture.invertY = invertY;
  117329. texture.baseWidth = this._options.textureSize;
  117330. texture.baseHeight = this._options.textureSize;
  117331. texture.width = this._options.textureSize;
  117332. texture.height = this._options.textureSize;
  117333. if (format) {
  117334. texture.format = format;
  117335. }
  117336. texture.isReady = true;
  117337. if (onLoad) {
  117338. onLoad();
  117339. }
  117340. this._internalTexturesCache.push(texture);
  117341. return texture;
  117342. };
  117343. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117344. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117345. if (options !== undefined && typeof options === "object") {
  117346. fullOptions.generateMipMaps = options.generateMipMaps;
  117347. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117348. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117349. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117350. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117351. }
  117352. else {
  117353. fullOptions.generateMipMaps = options;
  117354. fullOptions.generateDepthBuffer = true;
  117355. fullOptions.generateStencilBuffer = false;
  117356. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117357. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117358. }
  117359. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117360. var width = size.width || size;
  117361. var height = size.height || size;
  117362. texture._depthStencilBuffer = {};
  117363. texture._framebuffer = {};
  117364. texture.baseWidth = width;
  117365. texture.baseHeight = height;
  117366. texture.width = width;
  117367. texture.height = height;
  117368. texture.isReady = true;
  117369. texture.samples = 1;
  117370. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117371. texture.samplingMode = fullOptions.samplingMode;
  117372. texture.type = fullOptions.type;
  117373. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117374. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117375. this._internalTexturesCache.push(texture);
  117376. return texture;
  117377. };
  117378. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117379. texture.samplingMode = samplingMode;
  117380. };
  117381. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117382. if (this._currentRenderTarget) {
  117383. this.unBindFramebuffer(this._currentRenderTarget);
  117384. }
  117385. this._currentRenderTarget = texture;
  117386. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117387. if (this._cachedViewport && !forceFullscreenViewport) {
  117388. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117389. }
  117390. };
  117391. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117392. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117393. this._currentRenderTarget = null;
  117394. if (onBeforeUnbind) {
  117395. if (texture._MSAAFramebuffer) {
  117396. this._currentFramebuffer = texture._framebuffer;
  117397. }
  117398. onBeforeUnbind();
  117399. }
  117400. this._currentFramebuffer = null;
  117401. };
  117402. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117403. var vbo = {
  117404. capacity: 1,
  117405. references: 1,
  117406. is32Bits: false
  117407. };
  117408. return vbo;
  117409. };
  117410. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117411. if (premulAlpha === void 0) { premulAlpha = false; }
  117412. };
  117413. NullEngine.prototype.areAllEffectsReady = function () {
  117414. return true;
  117415. };
  117416. /**
  117417. * @hidden
  117418. * Get the current error code of the webGL context
  117419. * @returns the error code
  117420. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117421. */
  117422. NullEngine.prototype.getError = function () {
  117423. return 0;
  117424. };
  117425. /** @hidden */
  117426. NullEngine.prototype._getUnpackAlignement = function () {
  117427. return 1;
  117428. };
  117429. /** @hidden */
  117430. NullEngine.prototype._unpackFlipY = function (value) {
  117431. };
  117432. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117433. if (offset === void 0) { offset = 0; }
  117434. };
  117435. /**
  117436. * Updates a dynamic vertex buffer.
  117437. * @param vertexBuffer the vertex buffer to update
  117438. * @param data the data used to update the vertex buffer
  117439. * @param byteOffset the byte offset of the data (optional)
  117440. * @param byteLength the byte length of the data (optional)
  117441. */
  117442. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117443. };
  117444. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117445. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117446. this._boundTexturesCache[this._activeChannel] = texture;
  117447. return true;
  117448. }
  117449. return false;
  117450. };
  117451. /** @hidden */
  117452. NullEngine.prototype._bindTexture = function (channel, texture) {
  117453. if (channel < 0) {
  117454. return;
  117455. }
  117456. this._bindTextureDirectly(0, texture);
  117457. };
  117458. /** @hidden */
  117459. NullEngine.prototype._releaseBuffer = function (buffer) {
  117460. buffer.references--;
  117461. if (buffer.references === 0) {
  117462. return true;
  117463. }
  117464. return false;
  117465. };
  117466. NullEngine.prototype.releaseEffects = function () {
  117467. };
  117468. NullEngine.prototype.displayLoadingUI = function () {
  117469. };
  117470. NullEngine.prototype.hideLoadingUI = function () {
  117471. };
  117472. /** @hidden */
  117473. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117474. if (faceIndex === void 0) { faceIndex = 0; }
  117475. if (lod === void 0) { lod = 0; }
  117476. };
  117477. /** @hidden */
  117478. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117479. if (faceIndex === void 0) { faceIndex = 0; }
  117480. if (lod === void 0) { lod = 0; }
  117481. };
  117482. /** @hidden */
  117483. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117484. if (faceIndex === void 0) { faceIndex = 0; }
  117485. if (lod === void 0) { lod = 0; }
  117486. };
  117487. /** @hidden */
  117488. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117489. if (faceIndex === void 0) { faceIndex = 0; }
  117490. if (lod === void 0) { lod = 0; }
  117491. };
  117492. return NullEngine;
  117493. }(BABYLON.Engine));
  117494. BABYLON.NullEngine = NullEngine;
  117495. })(BABYLON || (BABYLON = {}));
  117496. //# sourceMappingURL=babylon.nullEngine.js.map
  117497. var BABYLON;
  117498. (function (BABYLON) {
  117499. /**
  117500. * This class can be used to get instrumentation data from a Babylon engine
  117501. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117502. */
  117503. var EngineInstrumentation = /** @class */ (function () {
  117504. /**
  117505. * Instantiates a new engine instrumentation.
  117506. * This class can be used to get instrumentation data from a Babylon engine
  117507. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117508. * @param engine Defines the engine to instrument
  117509. */
  117510. function EngineInstrumentation(
  117511. /**
  117512. * Define the instrumented engine.
  117513. */
  117514. engine) {
  117515. this.engine = engine;
  117516. this._captureGPUFrameTime = false;
  117517. this._gpuFrameTime = new BABYLON.PerfCounter();
  117518. this._captureShaderCompilationTime = false;
  117519. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117520. // Observers
  117521. this._onBeginFrameObserver = null;
  117522. this._onEndFrameObserver = null;
  117523. this._onBeforeShaderCompilationObserver = null;
  117524. this._onAfterShaderCompilationObserver = null;
  117525. }
  117526. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117527. // Properties
  117528. /**
  117529. * Gets the perf counter used for GPU frame time
  117530. */
  117531. get: function () {
  117532. return this._gpuFrameTime;
  117533. },
  117534. enumerable: true,
  117535. configurable: true
  117536. });
  117537. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117538. /**
  117539. * Gets the GPU frame time capture status
  117540. */
  117541. get: function () {
  117542. return this._captureGPUFrameTime;
  117543. },
  117544. /**
  117545. * Enable or disable the GPU frame time capture
  117546. */
  117547. set: function (value) {
  117548. var _this = this;
  117549. if (value === this._captureGPUFrameTime) {
  117550. return;
  117551. }
  117552. this._captureGPUFrameTime = value;
  117553. if (value) {
  117554. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117555. if (!_this._gpuFrameTimeToken) {
  117556. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117557. }
  117558. });
  117559. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117560. if (!_this._gpuFrameTimeToken) {
  117561. return;
  117562. }
  117563. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117564. if (time > -1) {
  117565. _this._gpuFrameTimeToken = null;
  117566. _this._gpuFrameTime.fetchNewFrame();
  117567. _this._gpuFrameTime.addCount(time, true);
  117568. }
  117569. });
  117570. }
  117571. else {
  117572. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117573. this._onBeginFrameObserver = null;
  117574. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117575. this._onEndFrameObserver = null;
  117576. }
  117577. },
  117578. enumerable: true,
  117579. configurable: true
  117580. });
  117581. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117582. /**
  117583. * Gets the perf counter used for shader compilation time
  117584. */
  117585. get: function () {
  117586. return this._shaderCompilationTime;
  117587. },
  117588. enumerable: true,
  117589. configurable: true
  117590. });
  117591. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117592. /**
  117593. * Gets the shader compilation time capture status
  117594. */
  117595. get: function () {
  117596. return this._captureShaderCompilationTime;
  117597. },
  117598. /**
  117599. * Enable or disable the shader compilation time capture
  117600. */
  117601. set: function (value) {
  117602. var _this = this;
  117603. if (value === this._captureShaderCompilationTime) {
  117604. return;
  117605. }
  117606. this._captureShaderCompilationTime = value;
  117607. if (value) {
  117608. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117609. _this._shaderCompilationTime.fetchNewFrame();
  117610. _this._shaderCompilationTime.beginMonitoring();
  117611. });
  117612. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117613. _this._shaderCompilationTime.endMonitoring();
  117614. });
  117615. }
  117616. else {
  117617. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117618. this._onBeforeShaderCompilationObserver = null;
  117619. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117620. this._onAfterShaderCompilationObserver = null;
  117621. }
  117622. },
  117623. enumerable: true,
  117624. configurable: true
  117625. });
  117626. /**
  117627. * Dispose and release associated resources.
  117628. */
  117629. EngineInstrumentation.prototype.dispose = function () {
  117630. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117631. this._onBeginFrameObserver = null;
  117632. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117633. this._onEndFrameObserver = null;
  117634. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117635. this._onBeforeShaderCompilationObserver = null;
  117636. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117637. this._onAfterShaderCompilationObserver = null;
  117638. this.engine = null;
  117639. };
  117640. return EngineInstrumentation;
  117641. }());
  117642. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117643. })(BABYLON || (BABYLON = {}));
  117644. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117645. var BABYLON;
  117646. (function (BABYLON) {
  117647. /**
  117648. * This class can be used to get instrumentation data from a Babylon engine
  117649. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117650. */
  117651. var SceneInstrumentation = /** @class */ (function () {
  117652. /**
  117653. * Instantiates a new scene instrumentation.
  117654. * This class can be used to get instrumentation data from a Babylon engine
  117655. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117656. * @param scene Defines the scene to instrument
  117657. */
  117658. function SceneInstrumentation(
  117659. /**
  117660. * Defines the scene to instrument
  117661. */
  117662. scene) {
  117663. var _this = this;
  117664. this.scene = scene;
  117665. this._captureActiveMeshesEvaluationTime = false;
  117666. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117667. this._captureRenderTargetsRenderTime = false;
  117668. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117669. this._captureFrameTime = false;
  117670. this._frameTime = new BABYLON.PerfCounter();
  117671. this._captureRenderTime = false;
  117672. this._renderTime = new BABYLON.PerfCounter();
  117673. this._captureInterFrameTime = false;
  117674. this._interFrameTime = new BABYLON.PerfCounter();
  117675. this._captureParticlesRenderTime = false;
  117676. this._particlesRenderTime = new BABYLON.PerfCounter();
  117677. this._captureSpritesRenderTime = false;
  117678. this._spritesRenderTime = new BABYLON.PerfCounter();
  117679. this._capturePhysicsTime = false;
  117680. this._physicsTime = new BABYLON.PerfCounter();
  117681. this._captureAnimationsTime = false;
  117682. this._animationsTime = new BABYLON.PerfCounter();
  117683. this._captureCameraRenderTime = false;
  117684. this._cameraRenderTime = new BABYLON.PerfCounter();
  117685. // Observers
  117686. this._onBeforeActiveMeshesEvaluationObserver = null;
  117687. this._onAfterActiveMeshesEvaluationObserver = null;
  117688. this._onBeforeRenderTargetsRenderObserver = null;
  117689. this._onAfterRenderTargetsRenderObserver = null;
  117690. this._onAfterRenderObserver = null;
  117691. this._onBeforeDrawPhaseObserver = null;
  117692. this._onAfterDrawPhaseObserver = null;
  117693. this._onBeforeAnimationsObserver = null;
  117694. this._onBeforeParticlesRenderingObserver = null;
  117695. this._onAfterParticlesRenderingObserver = null;
  117696. this._onBeforeSpritesRenderingObserver = null;
  117697. this._onAfterSpritesRenderingObserver = null;
  117698. this._onBeforePhysicsObserver = null;
  117699. this._onAfterPhysicsObserver = null;
  117700. this._onAfterAnimationsObserver = null;
  117701. this._onBeforeCameraRenderObserver = null;
  117702. this._onAfterCameraRenderObserver = null;
  117703. // Before render
  117704. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117705. if (_this._captureActiveMeshesEvaluationTime) {
  117706. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117707. }
  117708. if (_this._captureRenderTargetsRenderTime) {
  117709. _this._renderTargetsRenderTime.fetchNewFrame();
  117710. }
  117711. if (_this._captureFrameTime) {
  117712. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117713. _this._frameTime.beginMonitoring();
  117714. }
  117715. if (_this._captureInterFrameTime) {
  117716. _this._interFrameTime.endMonitoring();
  117717. }
  117718. if (_this._captureParticlesRenderTime) {
  117719. _this._particlesRenderTime.fetchNewFrame();
  117720. }
  117721. if (_this._captureSpritesRenderTime) {
  117722. _this._spritesRenderTime.fetchNewFrame();
  117723. }
  117724. if (_this._captureAnimationsTime) {
  117725. _this._animationsTime.beginMonitoring();
  117726. }
  117727. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117728. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117729. });
  117730. // After render
  117731. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117732. if (_this._captureFrameTime) {
  117733. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117734. _this._frameTime.endMonitoring();
  117735. }
  117736. if (_this._captureRenderTime) {
  117737. _this._renderTime.endMonitoring(false);
  117738. }
  117739. if (_this._captureInterFrameTime) {
  117740. _this._interFrameTime.beginMonitoring();
  117741. }
  117742. });
  117743. }
  117744. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117745. // Properties
  117746. /**
  117747. * Gets the perf counter used for active meshes evaluation time
  117748. */
  117749. get: function () {
  117750. return this._activeMeshesEvaluationTime;
  117751. },
  117752. enumerable: true,
  117753. configurable: true
  117754. });
  117755. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117756. /**
  117757. * Gets the active meshes evaluation time capture status
  117758. */
  117759. get: function () {
  117760. return this._captureActiveMeshesEvaluationTime;
  117761. },
  117762. /**
  117763. * Enable or disable the active meshes evaluation time capture
  117764. */
  117765. set: function (value) {
  117766. var _this = this;
  117767. if (value === this._captureActiveMeshesEvaluationTime) {
  117768. return;
  117769. }
  117770. this._captureActiveMeshesEvaluationTime = value;
  117771. if (value) {
  117772. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117773. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117774. _this._activeMeshesEvaluationTime.beginMonitoring();
  117775. });
  117776. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117777. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117778. _this._activeMeshesEvaluationTime.endMonitoring();
  117779. });
  117780. }
  117781. else {
  117782. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117783. this._onBeforeActiveMeshesEvaluationObserver = null;
  117784. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117785. this._onAfterActiveMeshesEvaluationObserver = null;
  117786. }
  117787. },
  117788. enumerable: true,
  117789. configurable: true
  117790. });
  117791. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117792. /**
  117793. * Gets the perf counter used for render targets render time
  117794. */
  117795. get: function () {
  117796. return this._renderTargetsRenderTime;
  117797. },
  117798. enumerable: true,
  117799. configurable: true
  117800. });
  117801. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117802. /**
  117803. * Gets the render targets render time capture status
  117804. */
  117805. get: function () {
  117806. return this._captureRenderTargetsRenderTime;
  117807. },
  117808. /**
  117809. * Enable or disable the render targets render time capture
  117810. */
  117811. set: function (value) {
  117812. var _this = this;
  117813. if (value === this._captureRenderTargetsRenderTime) {
  117814. return;
  117815. }
  117816. this._captureRenderTargetsRenderTime = value;
  117817. if (value) {
  117818. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117819. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117820. _this._renderTargetsRenderTime.beginMonitoring();
  117821. });
  117822. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117823. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117824. _this._renderTargetsRenderTime.endMonitoring(false);
  117825. });
  117826. }
  117827. else {
  117828. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117829. this._onBeforeRenderTargetsRenderObserver = null;
  117830. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117831. this._onAfterRenderTargetsRenderObserver = null;
  117832. }
  117833. },
  117834. enumerable: true,
  117835. configurable: true
  117836. });
  117837. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117838. /**
  117839. * Gets the perf counter used for particles render time
  117840. */
  117841. get: function () {
  117842. return this._particlesRenderTime;
  117843. },
  117844. enumerable: true,
  117845. configurable: true
  117846. });
  117847. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117848. /**
  117849. * Gets the particles render time capture status
  117850. */
  117851. get: function () {
  117852. return this._captureParticlesRenderTime;
  117853. },
  117854. /**
  117855. * Enable or disable the particles render time capture
  117856. */
  117857. set: function (value) {
  117858. var _this = this;
  117859. if (value === this._captureParticlesRenderTime) {
  117860. return;
  117861. }
  117862. this._captureParticlesRenderTime = value;
  117863. if (value) {
  117864. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117865. BABYLON.Tools.StartPerformanceCounter("Particles");
  117866. _this._particlesRenderTime.beginMonitoring();
  117867. });
  117868. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117869. BABYLON.Tools.EndPerformanceCounter("Particles");
  117870. _this._particlesRenderTime.endMonitoring(false);
  117871. });
  117872. }
  117873. else {
  117874. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117875. this._onBeforeParticlesRenderingObserver = null;
  117876. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117877. this._onAfterParticlesRenderingObserver = null;
  117878. }
  117879. },
  117880. enumerable: true,
  117881. configurable: true
  117882. });
  117883. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117884. /**
  117885. * Gets the perf counter used for sprites render time
  117886. */
  117887. get: function () {
  117888. return this._spritesRenderTime;
  117889. },
  117890. enumerable: true,
  117891. configurable: true
  117892. });
  117893. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117894. /**
  117895. * Gets the sprites render time capture status
  117896. */
  117897. get: function () {
  117898. return this._captureSpritesRenderTime;
  117899. },
  117900. /**
  117901. * Enable or disable the sprites render time capture
  117902. */
  117903. set: function (value) {
  117904. var _this = this;
  117905. if (value === this._captureSpritesRenderTime) {
  117906. return;
  117907. }
  117908. this._captureSpritesRenderTime = value;
  117909. if (!this.scene.spriteManagers) {
  117910. return;
  117911. }
  117912. if (value) {
  117913. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  117914. BABYLON.Tools.StartPerformanceCounter("Sprites");
  117915. _this._spritesRenderTime.beginMonitoring();
  117916. });
  117917. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  117918. BABYLON.Tools.EndPerformanceCounter("Sprites");
  117919. _this._spritesRenderTime.endMonitoring(false);
  117920. });
  117921. }
  117922. else {
  117923. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117924. this._onBeforeSpritesRenderingObserver = null;
  117925. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117926. this._onAfterSpritesRenderingObserver = null;
  117927. }
  117928. },
  117929. enumerable: true,
  117930. configurable: true
  117931. });
  117932. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  117933. /**
  117934. * Gets the perf counter used for physics time
  117935. */
  117936. get: function () {
  117937. return this._physicsTime;
  117938. },
  117939. enumerable: true,
  117940. configurable: true
  117941. });
  117942. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  117943. /**
  117944. * Gets the physics time capture status
  117945. */
  117946. get: function () {
  117947. return this._capturePhysicsTime;
  117948. },
  117949. /**
  117950. * Enable or disable the physics time capture
  117951. */
  117952. set: function (value) {
  117953. var _this = this;
  117954. if (value === this._capturePhysicsTime) {
  117955. return;
  117956. }
  117957. if (!this.scene.onBeforePhysicsObservable) {
  117958. return;
  117959. }
  117960. this._capturePhysicsTime = value;
  117961. if (value) {
  117962. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  117963. BABYLON.Tools.StartPerformanceCounter("Physics");
  117964. _this._physicsTime.beginMonitoring();
  117965. });
  117966. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  117967. BABYLON.Tools.EndPerformanceCounter("Physics");
  117968. _this._physicsTime.endMonitoring();
  117969. });
  117970. }
  117971. else {
  117972. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117973. this._onBeforePhysicsObserver = null;
  117974. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117975. this._onAfterPhysicsObserver = null;
  117976. }
  117977. },
  117978. enumerable: true,
  117979. configurable: true
  117980. });
  117981. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  117982. /**
  117983. * Gets the perf counter used for animations time
  117984. */
  117985. get: function () {
  117986. return this._animationsTime;
  117987. },
  117988. enumerable: true,
  117989. configurable: true
  117990. });
  117991. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  117992. /**
  117993. * Gets the animations time capture status
  117994. */
  117995. get: function () {
  117996. return this._captureAnimationsTime;
  117997. },
  117998. /**
  117999. * Enable or disable the animations time capture
  118000. */
  118001. set: function (value) {
  118002. var _this = this;
  118003. if (value === this._captureAnimationsTime) {
  118004. return;
  118005. }
  118006. this._captureAnimationsTime = value;
  118007. if (value) {
  118008. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118009. _this._animationsTime.endMonitoring();
  118010. });
  118011. }
  118012. else {
  118013. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118014. this._onAfterAnimationsObserver = null;
  118015. }
  118016. },
  118017. enumerable: true,
  118018. configurable: true
  118019. });
  118020. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118021. /**
  118022. * Gets the perf counter used for frame time capture
  118023. */
  118024. get: function () {
  118025. return this._frameTime;
  118026. },
  118027. enumerable: true,
  118028. configurable: true
  118029. });
  118030. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118031. /**
  118032. * Gets the frame time capture status
  118033. */
  118034. get: function () {
  118035. return this._captureFrameTime;
  118036. },
  118037. /**
  118038. * Enable or disable the frame time capture
  118039. */
  118040. set: function (value) {
  118041. this._captureFrameTime = value;
  118042. },
  118043. enumerable: true,
  118044. configurable: true
  118045. });
  118046. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118047. /**
  118048. * Gets the perf counter used for inter-frames time capture
  118049. */
  118050. get: function () {
  118051. return this._interFrameTime;
  118052. },
  118053. enumerable: true,
  118054. configurable: true
  118055. });
  118056. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118057. /**
  118058. * Gets the inter-frames time capture status
  118059. */
  118060. get: function () {
  118061. return this._captureInterFrameTime;
  118062. },
  118063. /**
  118064. * Enable or disable the inter-frames time capture
  118065. */
  118066. set: function (value) {
  118067. this._captureInterFrameTime = value;
  118068. },
  118069. enumerable: true,
  118070. configurable: true
  118071. });
  118072. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118073. /**
  118074. * Gets the perf counter used for render time capture
  118075. */
  118076. get: function () {
  118077. return this._renderTime;
  118078. },
  118079. enumerable: true,
  118080. configurable: true
  118081. });
  118082. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118083. /**
  118084. * Gets the render time capture status
  118085. */
  118086. get: function () {
  118087. return this._captureRenderTime;
  118088. },
  118089. /**
  118090. * Enable or disable the render time capture
  118091. */
  118092. set: function (value) {
  118093. var _this = this;
  118094. if (value === this._captureRenderTime) {
  118095. return;
  118096. }
  118097. this._captureRenderTime = value;
  118098. if (value) {
  118099. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118100. _this._renderTime.beginMonitoring();
  118101. BABYLON.Tools.StartPerformanceCounter("Main render");
  118102. });
  118103. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118104. _this._renderTime.endMonitoring(false);
  118105. BABYLON.Tools.EndPerformanceCounter("Main render");
  118106. });
  118107. }
  118108. else {
  118109. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118110. this._onBeforeDrawPhaseObserver = null;
  118111. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118112. this._onAfterDrawPhaseObserver = null;
  118113. }
  118114. },
  118115. enumerable: true,
  118116. configurable: true
  118117. });
  118118. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118119. /**
  118120. * Gets the perf counter used for camera render time capture
  118121. */
  118122. get: function () {
  118123. return this._cameraRenderTime;
  118124. },
  118125. enumerable: true,
  118126. configurable: true
  118127. });
  118128. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118129. /**
  118130. * Gets the camera render time capture status
  118131. */
  118132. get: function () {
  118133. return this._captureCameraRenderTime;
  118134. },
  118135. /**
  118136. * Enable or disable the camera render time capture
  118137. */
  118138. set: function (value) {
  118139. var _this = this;
  118140. if (value === this._captureCameraRenderTime) {
  118141. return;
  118142. }
  118143. this._captureCameraRenderTime = value;
  118144. if (value) {
  118145. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118146. _this._cameraRenderTime.beginMonitoring();
  118147. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118148. });
  118149. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118150. _this._cameraRenderTime.endMonitoring(false);
  118151. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118152. });
  118153. }
  118154. else {
  118155. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118156. this._onBeforeCameraRenderObserver = null;
  118157. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118158. this._onAfterCameraRenderObserver = null;
  118159. }
  118160. },
  118161. enumerable: true,
  118162. configurable: true
  118163. });
  118164. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118165. /**
  118166. * Gets the perf counter used for draw calls
  118167. */
  118168. get: function () {
  118169. return this.scene.getEngine()._drawCalls;
  118170. },
  118171. enumerable: true,
  118172. configurable: true
  118173. });
  118174. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118175. /**
  118176. * Gets the perf counter used for texture collisions
  118177. */
  118178. get: function () {
  118179. return this.scene.getEngine()._textureCollisions;
  118180. },
  118181. enumerable: true,
  118182. configurable: true
  118183. });
  118184. /**
  118185. * Dispose and release associated resources.
  118186. */
  118187. SceneInstrumentation.prototype.dispose = function () {
  118188. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118189. this._onAfterRenderObserver = null;
  118190. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118191. this._onBeforeActiveMeshesEvaluationObserver = null;
  118192. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118193. this._onAfterActiveMeshesEvaluationObserver = null;
  118194. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118195. this._onBeforeRenderTargetsRenderObserver = null;
  118196. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118197. this._onAfterRenderTargetsRenderObserver = null;
  118198. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118199. this._onBeforeAnimationsObserver = null;
  118200. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118201. this._onBeforeParticlesRenderingObserver = null;
  118202. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118203. this._onAfterParticlesRenderingObserver = null;
  118204. if (this._onBeforeSpritesRenderingObserver) {
  118205. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118206. this._onBeforeSpritesRenderingObserver = null;
  118207. }
  118208. if (this._onAfterSpritesRenderingObserver) {
  118209. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118210. this._onAfterSpritesRenderingObserver = null;
  118211. }
  118212. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118213. this._onBeforeDrawPhaseObserver = null;
  118214. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118215. this._onAfterDrawPhaseObserver = null;
  118216. if (this._onBeforePhysicsObserver) {
  118217. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118218. this._onBeforePhysicsObserver = null;
  118219. }
  118220. if (this._onAfterPhysicsObserver) {
  118221. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118222. this._onAfterPhysicsObserver = null;
  118223. }
  118224. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118225. this._onAfterAnimationsObserver = null;
  118226. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118227. this._onBeforeCameraRenderObserver = null;
  118228. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118229. this._onAfterCameraRenderObserver = null;
  118230. this.scene = null;
  118231. };
  118232. return SceneInstrumentation;
  118233. }());
  118234. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118235. })(BABYLON || (BABYLON = {}));
  118236. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118237. var BABYLON;
  118238. (function (BABYLON) {
  118239. /**
  118240. * @hidden
  118241. **/
  118242. var _TimeToken = /** @class */ (function () {
  118243. function _TimeToken() {
  118244. this._timeElapsedQueryEnded = false;
  118245. }
  118246. return _TimeToken;
  118247. }());
  118248. BABYLON._TimeToken = _TimeToken;
  118249. })(BABYLON || (BABYLON = {}));
  118250. //# sourceMappingURL=babylon.timeToken.js.map
  118251. var BABYLON;
  118252. (function (BABYLON) {
  118253. /**
  118254. * Background material defines definition.
  118255. * @hidden Mainly internal Use
  118256. */
  118257. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118258. __extends(BackgroundMaterialDefines, _super);
  118259. /**
  118260. * Constructor of the defines.
  118261. */
  118262. function BackgroundMaterialDefines() {
  118263. var _this = _super.call(this) || this;
  118264. /**
  118265. * True if the diffuse texture is in use.
  118266. */
  118267. _this.DIFFUSE = false;
  118268. /**
  118269. * The direct UV channel to use.
  118270. */
  118271. _this.DIFFUSEDIRECTUV = 0;
  118272. /**
  118273. * True if the diffuse texture is in gamma space.
  118274. */
  118275. _this.GAMMADIFFUSE = false;
  118276. /**
  118277. * True if the diffuse texture has opacity in the alpha channel.
  118278. */
  118279. _this.DIFFUSEHASALPHA = false;
  118280. /**
  118281. * True if you want the material to fade to transparent at grazing angle.
  118282. */
  118283. _this.OPACITYFRESNEL = false;
  118284. /**
  118285. * True if an extra blur needs to be added in the reflection.
  118286. */
  118287. _this.REFLECTIONBLUR = false;
  118288. /**
  118289. * True if you want the material to fade to reflection at grazing angle.
  118290. */
  118291. _this.REFLECTIONFRESNEL = false;
  118292. /**
  118293. * True if you want the material to falloff as far as you move away from the scene center.
  118294. */
  118295. _this.REFLECTIONFALLOFF = false;
  118296. /**
  118297. * False if the current Webgl implementation does not support the texture lod extension.
  118298. */
  118299. _this.TEXTURELODSUPPORT = false;
  118300. /**
  118301. * True to ensure the data are premultiplied.
  118302. */
  118303. _this.PREMULTIPLYALPHA = false;
  118304. /**
  118305. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118306. */
  118307. _this.USERGBCOLOR = false;
  118308. /**
  118309. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118310. * stays aligned with the desired configuration.
  118311. */
  118312. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118313. /**
  118314. * True to add noise in order to reduce the banding effect.
  118315. */
  118316. _this.NOISE = false;
  118317. /**
  118318. * is the reflection texture in BGR color scheme?
  118319. * Mainly used to solve a bug in ios10 video tag
  118320. */
  118321. _this.REFLECTIONBGR = false;
  118322. _this.IMAGEPROCESSING = false;
  118323. _this.VIGNETTE = false;
  118324. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118325. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118326. _this.TONEMAPPING = false;
  118327. _this.TONEMAPPING_ACES = false;
  118328. _this.CONTRAST = false;
  118329. _this.COLORCURVES = false;
  118330. _this.COLORGRADING = false;
  118331. _this.COLORGRADING3D = false;
  118332. _this.SAMPLER3DGREENDEPTH = false;
  118333. _this.SAMPLER3DBGRMAP = false;
  118334. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118335. _this.EXPOSURE = false;
  118336. // Reflection.
  118337. _this.REFLECTION = false;
  118338. _this.REFLECTIONMAP_3D = false;
  118339. _this.REFLECTIONMAP_SPHERICAL = false;
  118340. _this.REFLECTIONMAP_PLANAR = false;
  118341. _this.REFLECTIONMAP_CUBIC = false;
  118342. _this.REFLECTIONMAP_PROJECTION = false;
  118343. _this.REFLECTIONMAP_SKYBOX = false;
  118344. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118345. _this.REFLECTIONMAP_EXPLICIT = false;
  118346. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118347. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118348. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118349. _this.INVERTCUBICMAP = false;
  118350. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118351. _this.LODINREFLECTIONALPHA = false;
  118352. _this.GAMMAREFLECTION = false;
  118353. _this.RGBDREFLECTION = false;
  118354. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118355. // Default BJS.
  118356. _this.MAINUV1 = false;
  118357. _this.MAINUV2 = false;
  118358. _this.UV1 = false;
  118359. _this.UV2 = false;
  118360. _this.CLIPPLANE = false;
  118361. _this.CLIPPLANE2 = false;
  118362. _this.CLIPPLANE3 = false;
  118363. _this.CLIPPLANE4 = false;
  118364. _this.POINTSIZE = false;
  118365. _this.FOG = false;
  118366. _this.NORMAL = false;
  118367. _this.NUM_BONE_INFLUENCERS = 0;
  118368. _this.BonesPerMesh = 0;
  118369. _this.INSTANCES = false;
  118370. _this.SHADOWFLOAT = false;
  118371. _this.rebuild();
  118372. return _this;
  118373. }
  118374. return BackgroundMaterialDefines;
  118375. }(BABYLON.MaterialDefines));
  118376. /**
  118377. * Background material used to create an efficient environement around your scene.
  118378. */
  118379. var BackgroundMaterial = /** @class */ (function (_super) {
  118380. __extends(BackgroundMaterial, _super);
  118381. /**
  118382. * Instantiates a Background Material in the given scene
  118383. * @param name The friendly name of the material
  118384. * @param scene The scene to add the material to
  118385. */
  118386. function BackgroundMaterial(name, scene) {
  118387. var _this = _super.call(this, name, scene) || this;
  118388. /**
  118389. * Key light Color (multiply against the environement texture)
  118390. */
  118391. _this.primaryColor = BABYLON.Color3.White();
  118392. _this._primaryColorShadowLevel = 0;
  118393. _this._primaryColorHighlightLevel = 0;
  118394. /**
  118395. * Reflection Texture used in the material.
  118396. * Should be author in a specific way for the best result (refer to the documentation).
  118397. */
  118398. _this.reflectionTexture = null;
  118399. /**
  118400. * Reflection Texture level of blur.
  118401. *
  118402. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118403. * texture twice.
  118404. */
  118405. _this.reflectionBlur = 0;
  118406. /**
  118407. * Diffuse Texture used in the material.
  118408. * Should be author in a specific way for the best result (refer to the documentation).
  118409. */
  118410. _this.diffuseTexture = null;
  118411. _this._shadowLights = null;
  118412. /**
  118413. * Specify the list of lights casting shadow on the material.
  118414. * All scene shadow lights will be included if null.
  118415. */
  118416. _this.shadowLights = null;
  118417. /**
  118418. * Helps adjusting the shadow to a softer level if required.
  118419. * 0 means black shadows and 1 means no shadows.
  118420. */
  118421. _this.shadowLevel = 0;
  118422. /**
  118423. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118424. * It is usually zero but might be interesting to modify according to your setup.
  118425. */
  118426. _this.sceneCenter = BABYLON.Vector3.Zero();
  118427. /**
  118428. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118429. * This helps ensuring a nice transition when the camera goes under the ground.
  118430. */
  118431. _this.opacityFresnel = true;
  118432. /**
  118433. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118434. * This helps adding a mirror texture on the ground.
  118435. */
  118436. _this.reflectionFresnel = false;
  118437. /**
  118438. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118439. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118440. */
  118441. _this.reflectionFalloffDistance = 0.0;
  118442. /**
  118443. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118444. */
  118445. _this.reflectionAmount = 1.0;
  118446. /**
  118447. * This specifies the weight of the reflection at grazing angle.
  118448. */
  118449. _this.reflectionReflectance0 = 0.05;
  118450. /**
  118451. * This specifies the weight of the reflection at a perpendicular point of view.
  118452. */
  118453. _this.reflectionReflectance90 = 0.5;
  118454. /**
  118455. * Helps to directly use the maps channels instead of their level.
  118456. */
  118457. _this.useRGBColor = true;
  118458. /**
  118459. * This helps reducing the banding effect that could occur on the background.
  118460. */
  118461. _this.enableNoise = false;
  118462. _this._fovMultiplier = 1.0;
  118463. /**
  118464. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118465. */
  118466. _this.useEquirectangularFOV = false;
  118467. _this._maxSimultaneousLights = 4;
  118468. /**
  118469. * Number of Simultaneous lights allowed on the material.
  118470. */
  118471. _this.maxSimultaneousLights = 4;
  118472. /**
  118473. * Keep track of the image processing observer to allow dispose and replace.
  118474. */
  118475. _this._imageProcessingObserver = null;
  118476. /**
  118477. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118478. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118479. */
  118480. _this.switchToBGR = false;
  118481. // Temp values kept as cache in the material.
  118482. _this._renderTargets = new BABYLON.SmartArray(16);
  118483. _this._reflectionControls = BABYLON.Vector4.Zero();
  118484. _this._white = BABYLON.Color3.White();
  118485. _this._primaryShadowColor = BABYLON.Color3.Black();
  118486. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118487. // Setup the default processing configuration to the scene.
  118488. _this._attachImageProcessingConfiguration(null);
  118489. _this.getRenderTargetTextures = function () {
  118490. _this._renderTargets.reset();
  118491. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118492. _this._renderTargets.push(_this._diffuseTexture);
  118493. }
  118494. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118495. _this._renderTargets.push(_this._reflectionTexture);
  118496. }
  118497. return _this._renderTargets;
  118498. };
  118499. return _this;
  118500. }
  118501. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118502. /**
  118503. * Experimental Internal Use Only.
  118504. *
  118505. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118506. * This acts as a helper to set the primary color to a more "human friendly" value.
  118507. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118508. * output color as close as possible from the chosen value.
  118509. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118510. * part of lighting setup.)
  118511. */
  118512. get: function () {
  118513. return this.__perceptualColor;
  118514. },
  118515. set: function (value) {
  118516. this.__perceptualColor = value;
  118517. this._computePrimaryColorFromPerceptualColor();
  118518. this._markAllSubMeshesAsLightsDirty();
  118519. },
  118520. enumerable: true,
  118521. configurable: true
  118522. });
  118523. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118524. /**
  118525. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118526. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118527. */
  118528. get: function () {
  118529. return this._primaryColorShadowLevel;
  118530. },
  118531. set: function (value) {
  118532. this._primaryColorShadowLevel = value;
  118533. this._computePrimaryColors();
  118534. this._markAllSubMeshesAsLightsDirty();
  118535. },
  118536. enumerable: true,
  118537. configurable: true
  118538. });
  118539. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118540. /**
  118541. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118542. * The primary color is used at the level chosen to define what the white area would look.
  118543. */
  118544. get: function () {
  118545. return this._primaryColorHighlightLevel;
  118546. },
  118547. set: function (value) {
  118548. this._primaryColorHighlightLevel = value;
  118549. this._computePrimaryColors();
  118550. this._markAllSubMeshesAsLightsDirty();
  118551. },
  118552. enumerable: true,
  118553. configurable: true
  118554. });
  118555. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118556. /**
  118557. * Sets the reflection reflectance fresnel values according to the default standard
  118558. * empirically know to work well :-)
  118559. */
  118560. set: function (value) {
  118561. var reflectionWeight = value;
  118562. if (reflectionWeight < 0.5) {
  118563. reflectionWeight = reflectionWeight * 2.0;
  118564. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118565. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118566. }
  118567. else {
  118568. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118569. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118570. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118571. }
  118572. },
  118573. enumerable: true,
  118574. configurable: true
  118575. });
  118576. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118577. /**
  118578. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118579. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118580. * Recommended to be keep at 1.0 except for special cases.
  118581. */
  118582. get: function () {
  118583. return this._fovMultiplier;
  118584. },
  118585. set: function (value) {
  118586. if (isNaN(value)) {
  118587. value = 1.0;
  118588. }
  118589. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118590. },
  118591. enumerable: true,
  118592. configurable: true
  118593. });
  118594. /**
  118595. * Attaches a new image processing configuration to the PBR Material.
  118596. * @param configuration (if null the scene configuration will be use)
  118597. */
  118598. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118599. var _this = this;
  118600. if (configuration === this._imageProcessingConfiguration) {
  118601. return;
  118602. }
  118603. // Detaches observer.
  118604. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118605. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118606. }
  118607. // Pick the scene configuration if needed.
  118608. if (!configuration) {
  118609. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118610. }
  118611. else {
  118612. this._imageProcessingConfiguration = configuration;
  118613. }
  118614. // Attaches observer.
  118615. if (this._imageProcessingConfiguration) {
  118616. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118617. _this._computePrimaryColorFromPerceptualColor();
  118618. _this._markAllSubMeshesAsImageProcessingDirty();
  118619. });
  118620. }
  118621. };
  118622. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118623. /**
  118624. * Gets the image processing configuration used either in this material.
  118625. */
  118626. get: function () {
  118627. return this._imageProcessingConfiguration;
  118628. },
  118629. /**
  118630. * Sets the Default image processing configuration used either in the this material.
  118631. *
  118632. * If sets to null, the scene one is in use.
  118633. */
  118634. set: function (value) {
  118635. this._attachImageProcessingConfiguration(value);
  118636. // Ensure the effect will be rebuilt.
  118637. this._markAllSubMeshesAsTexturesDirty();
  118638. },
  118639. enumerable: true,
  118640. configurable: true
  118641. });
  118642. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118643. /**
  118644. * Gets wether the color curves effect is enabled.
  118645. */
  118646. get: function () {
  118647. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118648. },
  118649. /**
  118650. * Sets wether the color curves effect is enabled.
  118651. */
  118652. set: function (value) {
  118653. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118654. },
  118655. enumerable: true,
  118656. configurable: true
  118657. });
  118658. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118659. /**
  118660. * Gets wether the color grading effect is enabled.
  118661. */
  118662. get: function () {
  118663. return this.imageProcessingConfiguration.colorGradingEnabled;
  118664. },
  118665. /**
  118666. * Gets wether the color grading effect is enabled.
  118667. */
  118668. set: function (value) {
  118669. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118670. },
  118671. enumerable: true,
  118672. configurable: true
  118673. });
  118674. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118675. /**
  118676. * Gets wether tonemapping is enabled or not.
  118677. */
  118678. get: function () {
  118679. return this._imageProcessingConfiguration.toneMappingEnabled;
  118680. },
  118681. /**
  118682. * Sets wether tonemapping is enabled or not
  118683. */
  118684. set: function (value) {
  118685. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118686. },
  118687. enumerable: true,
  118688. configurable: true
  118689. });
  118690. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118691. /**
  118692. * The camera exposure used on this material.
  118693. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118694. * This corresponds to a photographic exposure.
  118695. */
  118696. get: function () {
  118697. return this._imageProcessingConfiguration.exposure;
  118698. },
  118699. /**
  118700. * The camera exposure used on this material.
  118701. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118702. * This corresponds to a photographic exposure.
  118703. */
  118704. set: function (value) {
  118705. this._imageProcessingConfiguration.exposure = value;
  118706. },
  118707. enumerable: true,
  118708. configurable: true
  118709. });
  118710. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118711. /**
  118712. * Gets The camera contrast used on this material.
  118713. */
  118714. get: function () {
  118715. return this._imageProcessingConfiguration.contrast;
  118716. },
  118717. /**
  118718. * Sets The camera contrast used on this material.
  118719. */
  118720. set: function (value) {
  118721. this._imageProcessingConfiguration.contrast = value;
  118722. },
  118723. enumerable: true,
  118724. configurable: true
  118725. });
  118726. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118727. /**
  118728. * Gets the Color Grading 2D Lookup Texture.
  118729. */
  118730. get: function () {
  118731. return this._imageProcessingConfiguration.colorGradingTexture;
  118732. },
  118733. /**
  118734. * Sets the Color Grading 2D Lookup Texture.
  118735. */
  118736. set: function (value) {
  118737. this.imageProcessingConfiguration.colorGradingTexture = value;
  118738. },
  118739. enumerable: true,
  118740. configurable: true
  118741. });
  118742. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118743. /**
  118744. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118745. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118746. * 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;
  118747. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118748. */
  118749. get: function () {
  118750. return this.imageProcessingConfiguration.colorCurves;
  118751. },
  118752. /**
  118753. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118754. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118755. * 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;
  118756. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118757. */
  118758. set: function (value) {
  118759. this.imageProcessingConfiguration.colorCurves = value;
  118760. },
  118761. enumerable: true,
  118762. configurable: true
  118763. });
  118764. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118765. /**
  118766. * Gets a boolean indicating that current material needs to register RTT
  118767. */
  118768. get: function () {
  118769. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118770. return true;
  118771. }
  118772. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118773. return true;
  118774. }
  118775. return false;
  118776. },
  118777. enumerable: true,
  118778. configurable: true
  118779. });
  118780. /**
  118781. * The entire material has been created in order to prevent overdraw.
  118782. * @returns false
  118783. */
  118784. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118785. return true;
  118786. };
  118787. /**
  118788. * The entire material has been created in order to prevent overdraw.
  118789. * @returns true if blending is enable
  118790. */
  118791. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118792. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118793. };
  118794. /**
  118795. * Checks wether the material is ready to be rendered for a given mesh.
  118796. * @param mesh The mesh to render
  118797. * @param subMesh The submesh to check against
  118798. * @param useInstances Specify wether or not the material is used with instances
  118799. * @returns true if all the dependencies are ready (Textures, Effects...)
  118800. */
  118801. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118802. var _this = this;
  118803. if (useInstances === void 0) { useInstances = false; }
  118804. if (subMesh.effect && this.isFrozen) {
  118805. if (this._wasPreviouslyReady) {
  118806. return true;
  118807. }
  118808. }
  118809. if (!subMesh._materialDefines) {
  118810. subMesh._materialDefines = new BackgroundMaterialDefines();
  118811. }
  118812. var scene = this.getScene();
  118813. var defines = subMesh._materialDefines;
  118814. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118815. if (defines._renderId === scene.getRenderId()) {
  118816. return true;
  118817. }
  118818. }
  118819. var engine = scene.getEngine();
  118820. // Lights
  118821. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118822. defines._needNormals = true;
  118823. // Textures
  118824. if (defines._areTexturesDirty) {
  118825. defines._needUVs = false;
  118826. if (scene.texturesEnabled) {
  118827. if (scene.getEngine().getCaps().textureLOD) {
  118828. defines.TEXTURELODSUPPORT = true;
  118829. }
  118830. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118831. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118832. return false;
  118833. }
  118834. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118835. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118836. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118837. defines.OPACITYFRESNEL = this._opacityFresnel;
  118838. }
  118839. else {
  118840. defines.DIFFUSE = false;
  118841. defines.DIFFUSEHASALPHA = false;
  118842. defines.GAMMADIFFUSE = false;
  118843. defines.OPACITYFRESNEL = false;
  118844. }
  118845. var reflectionTexture = this._reflectionTexture;
  118846. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118847. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118848. return false;
  118849. }
  118850. defines.REFLECTION = true;
  118851. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118852. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118853. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118854. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118855. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118856. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118857. defines.REFLECTIONBGR = this.switchToBGR;
  118858. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118859. defines.INVERTCUBICMAP = true;
  118860. }
  118861. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118862. switch (reflectionTexture.coordinatesMode) {
  118863. case BABYLON.Texture.EXPLICIT_MODE:
  118864. defines.REFLECTIONMAP_EXPLICIT = true;
  118865. break;
  118866. case BABYLON.Texture.PLANAR_MODE:
  118867. defines.REFLECTIONMAP_PLANAR = true;
  118868. break;
  118869. case BABYLON.Texture.PROJECTION_MODE:
  118870. defines.REFLECTIONMAP_PROJECTION = true;
  118871. break;
  118872. case BABYLON.Texture.SKYBOX_MODE:
  118873. defines.REFLECTIONMAP_SKYBOX = true;
  118874. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118875. break;
  118876. case BABYLON.Texture.SPHERICAL_MODE:
  118877. defines.REFLECTIONMAP_SPHERICAL = true;
  118878. break;
  118879. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118880. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118881. break;
  118882. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118883. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118884. break;
  118885. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118886. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118887. break;
  118888. case BABYLON.Texture.CUBIC_MODE:
  118889. case BABYLON.Texture.INVCUBIC_MODE:
  118890. default:
  118891. defines.REFLECTIONMAP_CUBIC = true;
  118892. break;
  118893. }
  118894. if (this.reflectionFresnel) {
  118895. defines.REFLECTIONFRESNEL = true;
  118896. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118897. this._reflectionControls.x = this.reflectionAmount;
  118898. this._reflectionControls.y = this.reflectionReflectance0;
  118899. this._reflectionControls.z = this.reflectionReflectance90;
  118900. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  118901. }
  118902. else {
  118903. defines.REFLECTIONFRESNEL = false;
  118904. defines.REFLECTIONFALLOFF = false;
  118905. }
  118906. }
  118907. else {
  118908. defines.REFLECTION = false;
  118909. defines.REFLECTIONFRESNEL = false;
  118910. defines.REFLECTIONFALLOFF = false;
  118911. defines.REFLECTIONBLUR = false;
  118912. defines.REFLECTIONMAP_3D = false;
  118913. defines.REFLECTIONMAP_SPHERICAL = false;
  118914. defines.REFLECTIONMAP_PLANAR = false;
  118915. defines.REFLECTIONMAP_CUBIC = false;
  118916. defines.REFLECTIONMAP_PROJECTION = false;
  118917. defines.REFLECTIONMAP_SKYBOX = false;
  118918. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118919. defines.REFLECTIONMAP_EXPLICIT = false;
  118920. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118921. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118922. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118923. defines.INVERTCUBICMAP = false;
  118924. defines.REFLECTIONMAP_OPPOSITEZ = false;
  118925. defines.LODINREFLECTIONALPHA = false;
  118926. defines.GAMMAREFLECTION = false;
  118927. defines.RGBDREFLECTION = false;
  118928. }
  118929. }
  118930. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  118931. defines.USERGBCOLOR = this._useRGBColor;
  118932. defines.NOISE = this._enableNoise;
  118933. }
  118934. if (defines._areLightsDirty) {
  118935. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118936. }
  118937. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118938. if (!this._imageProcessingConfiguration.isReady()) {
  118939. return false;
  118940. }
  118941. this._imageProcessingConfiguration.prepareDefines(defines);
  118942. }
  118943. // Misc.
  118944. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  118945. // Values that need to be evaluated on every frame
  118946. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  118947. // Attribs
  118948. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  118949. if (mesh) {
  118950. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  118951. mesh.createNormals(true);
  118952. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  118953. }
  118954. }
  118955. }
  118956. // Get correct effect
  118957. if (defines.isDirty) {
  118958. defines.markAsProcessed();
  118959. scene.resetCachedMaterial();
  118960. // Fallbacks
  118961. var fallbacks = new BABYLON.EffectFallbacks();
  118962. if (defines.FOG) {
  118963. fallbacks.addFallback(0, "FOG");
  118964. }
  118965. if (defines.POINTSIZE) {
  118966. fallbacks.addFallback(1, "POINTSIZE");
  118967. }
  118968. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  118969. if (defines.NUM_BONE_INFLUENCERS > 0) {
  118970. fallbacks.addCPUSkinningFallback(0, mesh);
  118971. }
  118972. //Attributes
  118973. var attribs = [BABYLON.VertexBuffer.PositionKind];
  118974. if (defines.NORMAL) {
  118975. attribs.push(BABYLON.VertexBuffer.NormalKind);
  118976. }
  118977. if (defines.UV1) {
  118978. attribs.push(BABYLON.VertexBuffer.UVKind);
  118979. }
  118980. if (defines.UV2) {
  118981. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  118982. }
  118983. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  118984. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  118985. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  118986. "vFogInfos", "vFogColor", "pointSize",
  118987. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  118988. "vPrimaryColor", "vPrimaryColorShadow",
  118989. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  118990. "shadowLevel", "alpha",
  118991. "vBackgroundCenter", "vReflectionControl",
  118992. "vDiffuseInfos", "diffuseMatrix",
  118993. ];
  118994. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  118995. var uniformBuffers = ["Material", "Scene"];
  118996. if (BABYLON.ImageProcessingConfiguration) {
  118997. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  118998. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  118999. }
  119000. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119001. uniformsNames: uniforms,
  119002. uniformBuffersNames: uniformBuffers,
  119003. samplers: samplers,
  119004. defines: defines,
  119005. maxSimultaneousLights: this._maxSimultaneousLights
  119006. });
  119007. var onCompiled = function (effect) {
  119008. if (_this.onCompiled) {
  119009. _this.onCompiled(effect);
  119010. }
  119011. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119012. };
  119013. var join = defines.toString();
  119014. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119015. attributes: attribs,
  119016. uniformsNames: uniforms,
  119017. uniformBuffersNames: uniformBuffers,
  119018. samplers: samplers,
  119019. defines: join,
  119020. fallbacks: fallbacks,
  119021. onCompiled: onCompiled,
  119022. onError: this.onError,
  119023. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119024. }, engine), defines);
  119025. this.buildUniformLayout();
  119026. }
  119027. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119028. return false;
  119029. }
  119030. defines._renderId = scene.getRenderId();
  119031. this._wasPreviouslyReady = true;
  119032. return true;
  119033. };
  119034. /**
  119035. * Compute the primary color according to the chosen perceptual color.
  119036. */
  119037. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119038. if (!this.__perceptualColor) {
  119039. return;
  119040. }
  119041. this._primaryColor.copyFrom(this.__perceptualColor);
  119042. // Revert gamma space.
  119043. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119044. // Revert image processing configuration.
  119045. if (this._imageProcessingConfiguration) {
  119046. // Revert Exposure.
  119047. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119048. }
  119049. this._computePrimaryColors();
  119050. };
  119051. /**
  119052. * Compute the highlights and shadow colors according to their chosen levels.
  119053. */
  119054. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119055. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119056. return;
  119057. }
  119058. // Find the highlight color based on the configuration.
  119059. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119060. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119061. // Find the shadow color based on the configuration.
  119062. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119063. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119064. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119065. };
  119066. /**
  119067. * Build the uniform buffer used in the material.
  119068. */
  119069. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119070. // Order is important !
  119071. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119072. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119073. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119074. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119075. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119076. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119077. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119078. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119079. this._uniformBuffer.addUniform("pointSize", 1);
  119080. this._uniformBuffer.addUniform("shadowLevel", 1);
  119081. this._uniformBuffer.addUniform("alpha", 1);
  119082. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119083. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119084. this._uniformBuffer.create();
  119085. };
  119086. /**
  119087. * Unbind the material.
  119088. */
  119089. BackgroundMaterial.prototype.unbind = function () {
  119090. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119091. this._uniformBuffer.setTexture("diffuseSampler", null);
  119092. }
  119093. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119094. this._uniformBuffer.setTexture("reflectionSampler", null);
  119095. }
  119096. _super.prototype.unbind.call(this);
  119097. };
  119098. /**
  119099. * Bind only the world matrix to the material.
  119100. * @param world The world matrix to bind.
  119101. */
  119102. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119103. this._activeEffect.setMatrix("world", world);
  119104. };
  119105. /**
  119106. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119107. * @param world The world matrix to bind.
  119108. * @param subMesh The submesh to bind for.
  119109. */
  119110. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119111. var scene = this.getScene();
  119112. var defines = subMesh._materialDefines;
  119113. if (!defines) {
  119114. return;
  119115. }
  119116. var effect = subMesh.effect;
  119117. if (!effect) {
  119118. return;
  119119. }
  119120. this._activeEffect = effect;
  119121. // Matrices
  119122. this.bindOnlyWorldMatrix(world);
  119123. // Bones
  119124. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119125. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119126. if (mustRebind) {
  119127. this._uniformBuffer.bindToEffect(effect, "Material");
  119128. this.bindViewProjection(effect);
  119129. var reflectionTexture = this._reflectionTexture;
  119130. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119131. // Texture uniforms
  119132. if (scene.texturesEnabled) {
  119133. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119134. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119135. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119136. }
  119137. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119138. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119139. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119140. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119141. }
  119142. }
  119143. if (this.shadowLevel > 0) {
  119144. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119145. }
  119146. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119147. // Point size
  119148. if (this.pointsCloud) {
  119149. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119150. }
  119151. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119152. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119153. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119154. }
  119155. else {
  119156. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119157. }
  119158. }
  119159. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119160. // Textures
  119161. if (scene.texturesEnabled) {
  119162. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119163. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119164. }
  119165. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119166. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119167. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119168. }
  119169. else if (!defines.REFLECTIONBLUR) {
  119170. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119171. }
  119172. else {
  119173. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119174. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119175. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119176. }
  119177. if (defines.REFLECTIONFRESNEL) {
  119178. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119179. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119180. }
  119181. }
  119182. }
  119183. // Clip plane
  119184. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119185. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119186. }
  119187. if (mustRebind || !this.isFrozen) {
  119188. if (scene.lightsEnabled) {
  119189. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119190. }
  119191. // View
  119192. this.bindView(effect);
  119193. // Fog
  119194. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119195. // image processing
  119196. if (this._imageProcessingConfiguration) {
  119197. this._imageProcessingConfiguration.bind(this._activeEffect);
  119198. }
  119199. }
  119200. this._uniformBuffer.update();
  119201. this._afterBind(mesh, this._activeEffect);
  119202. };
  119203. /**
  119204. * Dispose the material.
  119205. * @param forceDisposeEffect Force disposal of the associated effect.
  119206. * @param forceDisposeTextures Force disposal of the associated textures.
  119207. */
  119208. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119209. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119210. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119211. if (forceDisposeTextures) {
  119212. if (this.diffuseTexture) {
  119213. this.diffuseTexture.dispose();
  119214. }
  119215. if (this.reflectionTexture) {
  119216. this.reflectionTexture.dispose();
  119217. }
  119218. }
  119219. this._renderTargets.dispose();
  119220. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119221. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119222. }
  119223. _super.prototype.dispose.call(this, forceDisposeEffect);
  119224. };
  119225. /**
  119226. * Clones the material.
  119227. * @param name The cloned name.
  119228. * @returns The cloned material.
  119229. */
  119230. BackgroundMaterial.prototype.clone = function (name) {
  119231. var _this = this;
  119232. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119233. };
  119234. /**
  119235. * Serializes the current material to its JSON representation.
  119236. * @returns The JSON representation.
  119237. */
  119238. BackgroundMaterial.prototype.serialize = function () {
  119239. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119240. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119241. return serializationObject;
  119242. };
  119243. /**
  119244. * Gets the class name of the material
  119245. * @returns "BackgroundMaterial"
  119246. */
  119247. BackgroundMaterial.prototype.getClassName = function () {
  119248. return "BackgroundMaterial";
  119249. };
  119250. /**
  119251. * Parse a JSON input to create back a background material.
  119252. * @param source The JSON data to parse
  119253. * @param scene The scene to create the parsed material in
  119254. * @param rootUrl The root url of the assets the material depends upon
  119255. * @returns the instantiated BackgroundMaterial.
  119256. */
  119257. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119258. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119259. };
  119260. /**
  119261. * Standard reflectance value at parallel view angle.
  119262. */
  119263. BackgroundMaterial.StandardReflectance0 = 0.05;
  119264. /**
  119265. * Standard reflectance value at grazing angle.
  119266. */
  119267. BackgroundMaterial.StandardReflectance90 = 0.5;
  119268. __decorate([
  119269. BABYLON.serializeAsColor3()
  119270. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119271. __decorate([
  119272. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119273. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119274. __decorate([
  119275. BABYLON.serializeAsColor3()
  119276. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119277. __decorate([
  119278. BABYLON.serialize()
  119279. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119280. __decorate([
  119281. BABYLON.serialize()
  119282. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119283. __decorate([
  119284. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119285. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119286. __decorate([
  119287. BABYLON.serializeAsTexture()
  119288. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119289. __decorate([
  119290. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119291. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119292. __decorate([
  119293. BABYLON.serialize()
  119294. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119295. __decorate([
  119296. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119297. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119298. __decorate([
  119299. BABYLON.serializeAsTexture()
  119300. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119301. __decorate([
  119302. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119303. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119304. __decorate([
  119305. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119306. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119307. __decorate([
  119308. BABYLON.serialize()
  119309. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119310. __decorate([
  119311. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119312. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119313. __decorate([
  119314. BABYLON.serializeAsVector3()
  119315. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119316. __decorate([
  119317. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119318. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119319. __decorate([
  119320. BABYLON.serialize()
  119321. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119322. __decorate([
  119323. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119324. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119325. __decorate([
  119326. BABYLON.serialize()
  119327. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119328. __decorate([
  119329. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119330. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119331. __decorate([
  119332. BABYLON.serialize()
  119333. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119334. __decorate([
  119335. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119336. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119337. __decorate([
  119338. BABYLON.serialize()
  119339. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119340. __decorate([
  119341. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119342. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119343. __decorate([
  119344. BABYLON.serialize()
  119345. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119346. __decorate([
  119347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119348. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119349. __decorate([
  119350. BABYLON.serialize()
  119351. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119352. __decorate([
  119353. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119354. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119355. __decorate([
  119356. BABYLON.serialize()
  119357. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119358. __decorate([
  119359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119360. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119361. __decorate([
  119362. BABYLON.serialize()
  119363. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119364. __decorate([
  119365. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119366. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119367. __decorate([
  119368. BABYLON.serialize()
  119369. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119370. __decorate([
  119371. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119372. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119373. __decorate([
  119374. BABYLON.serializeAsImageProcessingConfiguration()
  119375. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119376. return BackgroundMaterial;
  119377. }(BABYLON.PushMaterial));
  119378. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119379. })(BABYLON || (BABYLON = {}));
  119380. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119381. var __assign = (this && this.__assign) || function () {
  119382. __assign = Object.assign || function(t) {
  119383. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119384. s = arguments[i];
  119385. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119386. t[p] = s[p];
  119387. }
  119388. return t;
  119389. };
  119390. return __assign.apply(this, arguments);
  119391. };
  119392. var BABYLON;
  119393. (function (BABYLON) {
  119394. /**
  119395. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119396. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119397. * It also helps with the default setup of your imageProcessing configuration.
  119398. */
  119399. var EnvironmentHelper = /** @class */ (function () {
  119400. /**
  119401. * constructor
  119402. * @param options
  119403. * @param scene The scene to add the material to
  119404. */
  119405. function EnvironmentHelper(options, scene) {
  119406. var _this = this;
  119407. this._errorHandler = function (message, exception) {
  119408. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119409. };
  119410. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119411. this._scene = scene;
  119412. this.onErrorObservable = new BABYLON.Observable();
  119413. this._setupBackground();
  119414. this._setupImageProcessing();
  119415. }
  119416. /**
  119417. * Creates the default options for the helper.
  119418. */
  119419. EnvironmentHelper._getDefaultOptions = function () {
  119420. return {
  119421. createGround: true,
  119422. groundSize: 15,
  119423. groundTexture: this._groundTextureCDNUrl,
  119424. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119425. groundOpacity: 0.9,
  119426. enableGroundShadow: true,
  119427. groundShadowLevel: 0.5,
  119428. enableGroundMirror: false,
  119429. groundMirrorSizeRatio: 0.3,
  119430. groundMirrorBlurKernel: 64,
  119431. groundMirrorAmount: 1,
  119432. groundMirrorFresnelWeight: 1,
  119433. groundMirrorFallOffDistance: 0,
  119434. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119435. groundYBias: 0.00001,
  119436. createSkybox: true,
  119437. skyboxSize: 20,
  119438. skyboxTexture: this._skyboxTextureCDNUrl,
  119439. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119440. backgroundYRotation: 0,
  119441. sizeAuto: true,
  119442. rootPosition: BABYLON.Vector3.Zero(),
  119443. setupImageProcessing: true,
  119444. environmentTexture: this._environmentTextureCDNUrl,
  119445. cameraExposure: 0.8,
  119446. cameraContrast: 1.2,
  119447. toneMappingEnabled: true,
  119448. };
  119449. };
  119450. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119451. /**
  119452. * Gets the root mesh created by the helper.
  119453. */
  119454. get: function () {
  119455. return this._rootMesh;
  119456. },
  119457. enumerable: true,
  119458. configurable: true
  119459. });
  119460. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119461. /**
  119462. * Gets the skybox created by the helper.
  119463. */
  119464. get: function () {
  119465. return this._skybox;
  119466. },
  119467. enumerable: true,
  119468. configurable: true
  119469. });
  119470. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119471. /**
  119472. * Gets the skybox texture created by the helper.
  119473. */
  119474. get: function () {
  119475. return this._skyboxTexture;
  119476. },
  119477. enumerable: true,
  119478. configurable: true
  119479. });
  119480. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119481. /**
  119482. * Gets the skybox material created by the helper.
  119483. */
  119484. get: function () {
  119485. return this._skyboxMaterial;
  119486. },
  119487. enumerable: true,
  119488. configurable: true
  119489. });
  119490. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119491. /**
  119492. * Gets the ground mesh created by the helper.
  119493. */
  119494. get: function () {
  119495. return this._ground;
  119496. },
  119497. enumerable: true,
  119498. configurable: true
  119499. });
  119500. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119501. /**
  119502. * Gets the ground texture created by the helper.
  119503. */
  119504. get: function () {
  119505. return this._groundTexture;
  119506. },
  119507. enumerable: true,
  119508. configurable: true
  119509. });
  119510. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119511. /**
  119512. * Gets the ground mirror created by the helper.
  119513. */
  119514. get: function () {
  119515. return this._groundMirror;
  119516. },
  119517. enumerable: true,
  119518. configurable: true
  119519. });
  119520. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119521. /**
  119522. * Gets the ground mirror render list to helps pushing the meshes
  119523. * you wish in the ground reflection.
  119524. */
  119525. get: function () {
  119526. if (this._groundMirror) {
  119527. return this._groundMirror.renderList;
  119528. }
  119529. return null;
  119530. },
  119531. enumerable: true,
  119532. configurable: true
  119533. });
  119534. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119535. /**
  119536. * Gets the ground material created by the helper.
  119537. */
  119538. get: function () {
  119539. return this._groundMaterial;
  119540. },
  119541. enumerable: true,
  119542. configurable: true
  119543. });
  119544. /**
  119545. * Updates the background according to the new options
  119546. * @param options
  119547. */
  119548. EnvironmentHelper.prototype.updateOptions = function (options) {
  119549. var newOptions = __assign({}, this._options, options);
  119550. if (this._ground && !newOptions.createGround) {
  119551. this._ground.dispose();
  119552. this._ground = null;
  119553. }
  119554. if (this._groundMaterial && !newOptions.createGround) {
  119555. this._groundMaterial.dispose();
  119556. this._groundMaterial = null;
  119557. }
  119558. if (this._groundTexture) {
  119559. if (this._options.groundTexture != newOptions.groundTexture) {
  119560. this._groundTexture.dispose();
  119561. this._groundTexture = null;
  119562. }
  119563. }
  119564. if (this._skybox && !newOptions.createSkybox) {
  119565. this._skybox.dispose();
  119566. this._skybox = null;
  119567. }
  119568. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119569. this._skyboxMaterial.dispose();
  119570. this._skyboxMaterial = null;
  119571. }
  119572. if (this._skyboxTexture) {
  119573. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119574. this._skyboxTexture.dispose();
  119575. this._skyboxTexture = null;
  119576. }
  119577. }
  119578. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119579. this._groundMirror.dispose();
  119580. this._groundMirror = null;
  119581. }
  119582. if (this._scene.environmentTexture) {
  119583. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119584. this._scene.environmentTexture.dispose();
  119585. }
  119586. }
  119587. this._options = newOptions;
  119588. this._setupBackground();
  119589. this._setupImageProcessing();
  119590. };
  119591. /**
  119592. * Sets the primary color of all the available elements.
  119593. * @param color the main color to affect to the ground and the background
  119594. */
  119595. EnvironmentHelper.prototype.setMainColor = function (color) {
  119596. if (this.groundMaterial) {
  119597. this.groundMaterial.primaryColor = color;
  119598. }
  119599. if (this.skyboxMaterial) {
  119600. this.skyboxMaterial.primaryColor = color;
  119601. }
  119602. if (this.groundMirror) {
  119603. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119604. }
  119605. };
  119606. /**
  119607. * Setup the image processing according to the specified options.
  119608. */
  119609. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119610. if (this._options.setupImageProcessing) {
  119611. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119612. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119613. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119614. this._setupEnvironmentTexture();
  119615. }
  119616. };
  119617. /**
  119618. * Setup the environment texture according to the specified options.
  119619. */
  119620. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119621. if (this._scene.environmentTexture) {
  119622. return;
  119623. }
  119624. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119625. this._scene.environmentTexture = this._options.environmentTexture;
  119626. return;
  119627. }
  119628. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119629. this._scene.environmentTexture = environmentTexture;
  119630. };
  119631. /**
  119632. * Setup the background according to the specified options.
  119633. */
  119634. EnvironmentHelper.prototype._setupBackground = function () {
  119635. if (!this._rootMesh) {
  119636. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119637. }
  119638. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119639. var sceneSize = this._getSceneSize();
  119640. if (this._options.createGround) {
  119641. this._setupGround(sceneSize);
  119642. this._setupGroundMaterial();
  119643. this._setupGroundDiffuseTexture();
  119644. if (this._options.enableGroundMirror) {
  119645. this._setupGroundMirrorTexture(sceneSize);
  119646. }
  119647. this._setupMirrorInGroundMaterial();
  119648. }
  119649. if (this._options.createSkybox) {
  119650. this._setupSkybox(sceneSize);
  119651. this._setupSkyboxMaterial();
  119652. this._setupSkyboxReflectionTexture();
  119653. }
  119654. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119655. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119656. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119657. };
  119658. /**
  119659. * Get the scene sizes according to the setup.
  119660. */
  119661. EnvironmentHelper.prototype._getSceneSize = function () {
  119662. var _this = this;
  119663. var groundSize = this._options.groundSize;
  119664. var skyboxSize = this._options.skyboxSize;
  119665. var rootPosition = this._options.rootPosition;
  119666. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119667. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119668. }
  119669. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119670. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119671. });
  119672. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119673. if (this._options.sizeAuto) {
  119674. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119675. this._scene.activeCamera.upperRadiusLimit) {
  119676. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119677. skyboxSize = groundSize;
  119678. }
  119679. var sceneDiagonalLenght = sceneDiagonal.length();
  119680. if (sceneDiagonalLenght > groundSize) {
  119681. groundSize = sceneDiagonalLenght * 2;
  119682. skyboxSize = groundSize;
  119683. }
  119684. // 10 % bigger.
  119685. groundSize *= 1.1;
  119686. skyboxSize *= 1.5;
  119687. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119688. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119689. }
  119690. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119691. };
  119692. /**
  119693. * Setup the ground according to the specified options.
  119694. */
  119695. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119696. var _this = this;
  119697. if (!this._ground || this._ground.isDisposed()) {
  119698. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119699. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119700. this._ground.parent = this._rootMesh;
  119701. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119702. }
  119703. this._ground.receiveShadows = this._options.enableGroundShadow;
  119704. };
  119705. /**
  119706. * Setup the ground material according to the specified options.
  119707. */
  119708. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119709. if (!this._groundMaterial) {
  119710. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119711. }
  119712. this._groundMaterial.alpha = this._options.groundOpacity;
  119713. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119714. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119715. this._groundMaterial.primaryColor = this._options.groundColor;
  119716. this._groundMaterial.useRGBColor = false;
  119717. this._groundMaterial.enableNoise = true;
  119718. if (this._ground) {
  119719. this._ground.material = this._groundMaterial;
  119720. }
  119721. };
  119722. /**
  119723. * Setup the ground diffuse texture according to the specified options.
  119724. */
  119725. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119726. if (!this._groundMaterial) {
  119727. return;
  119728. }
  119729. if (this._groundTexture) {
  119730. return;
  119731. }
  119732. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119733. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119734. return;
  119735. }
  119736. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119737. diffuseTexture.gammaSpace = false;
  119738. diffuseTexture.hasAlpha = true;
  119739. this._groundMaterial.diffuseTexture = diffuseTexture;
  119740. };
  119741. /**
  119742. * Setup the ground mirror texture according to the specified options.
  119743. */
  119744. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119745. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119746. if (!this._groundMirror) {
  119747. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119748. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119749. this._groundMirror.anisotropicFilteringLevel = 1;
  119750. this._groundMirror.wrapU = wrapping;
  119751. this._groundMirror.wrapV = wrapping;
  119752. this._groundMirror.gammaSpace = false;
  119753. if (this._groundMirror.renderList) {
  119754. for (var i = 0; i < this._scene.meshes.length; i++) {
  119755. var mesh = this._scene.meshes[i];
  119756. if (mesh !== this._ground &&
  119757. mesh !== this._skybox &&
  119758. mesh !== this._rootMesh) {
  119759. this._groundMirror.renderList.push(mesh);
  119760. }
  119761. }
  119762. }
  119763. }
  119764. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119765. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119766. };
  119767. /**
  119768. * Setup the ground to receive the mirror texture.
  119769. */
  119770. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119771. if (this._groundMaterial) {
  119772. this._groundMaterial.reflectionTexture = this._groundMirror;
  119773. this._groundMaterial.reflectionFresnel = true;
  119774. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119775. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119776. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119777. }
  119778. };
  119779. /**
  119780. * Setup the skybox according to the specified options.
  119781. */
  119782. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119783. var _this = this;
  119784. if (!this._skybox || this._skybox.isDisposed()) {
  119785. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119786. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119787. }
  119788. this._skybox.parent = this._rootMesh;
  119789. };
  119790. /**
  119791. * Setup the skybox material according to the specified options.
  119792. */
  119793. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119794. if (!this._skybox) {
  119795. return;
  119796. }
  119797. if (!this._skyboxMaterial) {
  119798. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119799. }
  119800. this._skyboxMaterial.useRGBColor = false;
  119801. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119802. this._skyboxMaterial.enableNoise = true;
  119803. this._skybox.material = this._skyboxMaterial;
  119804. };
  119805. /**
  119806. * Setup the skybox reflection texture according to the specified options.
  119807. */
  119808. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119809. if (!this._skyboxMaterial) {
  119810. return;
  119811. }
  119812. if (this._skyboxTexture) {
  119813. return;
  119814. }
  119815. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119816. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119817. return;
  119818. }
  119819. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119820. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119821. this._skyboxTexture.gammaSpace = false;
  119822. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119823. };
  119824. /**
  119825. * Dispose all the elements created by the Helper.
  119826. */
  119827. EnvironmentHelper.prototype.dispose = function () {
  119828. if (this._groundMaterial) {
  119829. this._groundMaterial.dispose(true, true);
  119830. }
  119831. if (this._skyboxMaterial) {
  119832. this._skyboxMaterial.dispose(true, true);
  119833. }
  119834. this._rootMesh.dispose(false);
  119835. };
  119836. /**
  119837. * Default ground texture URL.
  119838. */
  119839. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119840. /**
  119841. * Default skybox texture URL.
  119842. */
  119843. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119844. /**
  119845. * Default environment texture URL.
  119846. */
  119847. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119848. return EnvironmentHelper;
  119849. }());
  119850. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119851. })(BABYLON || (BABYLON = {}));
  119852. //# sourceMappingURL=babylon.environmentHelper.js.map
  119853. var BABYLON;
  119854. (function (BABYLON) {
  119855. /** Internal class used to store shapes for emitters */
  119856. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119857. function ParticleSystemSetEmitterCreationOptions() {
  119858. }
  119859. return ParticleSystemSetEmitterCreationOptions;
  119860. }());
  119861. /**
  119862. * Represents a set of particle systems working together to create a specific effect
  119863. */
  119864. var ParticleSystemSet = /** @class */ (function () {
  119865. function ParticleSystemSet() {
  119866. /**
  119867. * Gets the particle system list
  119868. */
  119869. this.systems = new Array();
  119870. }
  119871. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119872. /**
  119873. * Gets the emitter node used with this set
  119874. */
  119875. get: function () {
  119876. return this._emitterNode;
  119877. },
  119878. enumerable: true,
  119879. configurable: true
  119880. });
  119881. /**
  119882. * Creates a new emitter mesh as a sphere
  119883. * @param options defines the options used to create the sphere
  119884. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119885. * @param scene defines the hosting scene
  119886. */
  119887. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119888. if (this._emitterNode) {
  119889. this._emitterNode.dispose();
  119890. }
  119891. this._emitterCreationOptions = {
  119892. kind: "Sphere",
  119893. options: options,
  119894. renderingGroupId: renderingGroupId
  119895. };
  119896. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119897. emitterMesh.renderingGroupId = renderingGroupId;
  119898. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  119899. material.emissiveColor = options.color;
  119900. emitterMesh.material = material;
  119901. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119902. var system = _a[_i];
  119903. system.emitter = emitterMesh;
  119904. }
  119905. this._emitterNode = emitterMesh;
  119906. };
  119907. /**
  119908. * Starts all particle systems of the set
  119909. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119910. */
  119911. ParticleSystemSet.prototype.start = function (emitter) {
  119912. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119913. var system = _a[_i];
  119914. if (emitter) {
  119915. system.emitter = emitter;
  119916. }
  119917. system.start();
  119918. }
  119919. };
  119920. /**
  119921. * Release all associated resources
  119922. */
  119923. ParticleSystemSet.prototype.dispose = function () {
  119924. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119925. var system = _a[_i];
  119926. system.dispose();
  119927. }
  119928. this.systems = [];
  119929. if (this._emitterNode) {
  119930. this._emitterNode.dispose();
  119931. this._emitterNode = null;
  119932. }
  119933. };
  119934. /**
  119935. * Serialize the set into a JSON compatible object
  119936. * @returns a JSON compatible representation of the set
  119937. */
  119938. ParticleSystemSet.prototype.serialize = function () {
  119939. var result = {};
  119940. result.systems = [];
  119941. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119942. var system = _a[_i];
  119943. result.systems.push(system.serialize());
  119944. }
  119945. if (this._emitterNode) {
  119946. result.emitter = this._emitterCreationOptions;
  119947. }
  119948. return result;
  119949. };
  119950. /**
  119951. * Parse a new ParticleSystemSet from a serialized source
  119952. * @param data defines a JSON compatible representation of the set
  119953. * @param scene defines the hosting scene
  119954. * @param gpu defines if we want GPU particles or CPU particles
  119955. * @returns a new ParticleSystemSet
  119956. */
  119957. ParticleSystemSet.Parse = function (data, scene, gpu) {
  119958. if (gpu === void 0) { gpu = false; }
  119959. var result = new ParticleSystemSet();
  119960. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  119961. scene = scene || BABYLON.Engine.LastCreatedScene;
  119962. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  119963. var system = _a[_i];
  119964. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  119965. }
  119966. if (data.emitter) {
  119967. var options = data.emitter.options;
  119968. switch (data.emitter.kind) {
  119969. case "Sphere":
  119970. result.setEmitterAsSphere({
  119971. diameter: options.diameter,
  119972. segments: options.segments,
  119973. color: BABYLON.Color3.FromArray(options.color)
  119974. }, data.emitter.renderingGroupId, scene);
  119975. break;
  119976. }
  119977. }
  119978. return result;
  119979. };
  119980. return ParticleSystemSet;
  119981. }());
  119982. BABYLON.ParticleSystemSet = ParticleSystemSet;
  119983. })(BABYLON || (BABYLON = {}));
  119984. //# sourceMappingURL=babylon.particleSystemSet.js.map
  119985. var BABYLON;
  119986. (function (BABYLON) {
  119987. /**
  119988. * This class is made for on one-liner static method to help creating particle system set.
  119989. */
  119990. var ParticleHelper = /** @class */ (function () {
  119991. function ParticleHelper() {
  119992. }
  119993. /**
  119994. * Create a default particle system that you can tweak
  119995. * @param emitter defines the emitter to use
  119996. * @param capacity defines the system capacity (default is 500 particles)
  119997. * @param scene defines the hosting scene
  119998. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119999. * @returns the new Particle system
  120000. */
  120001. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120002. if (capacity === void 0) { capacity = 500; }
  120003. if (useGPU === void 0) { useGPU = false; }
  120004. var system;
  120005. if (useGPU) {
  120006. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120007. }
  120008. else {
  120009. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120010. }
  120011. system.emitter = emitter;
  120012. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120013. system.createConeEmitter(0.1, Math.PI / 4);
  120014. // Particle color
  120015. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120016. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120017. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120018. // Particle Size
  120019. system.minSize = 0.1;
  120020. system.maxSize = 0.1;
  120021. // Emission speed
  120022. system.minEmitPower = 2;
  120023. system.maxEmitPower = 2;
  120024. // Update speed
  120025. system.updateSpeed = 1 / 60;
  120026. system.emitRate = 30;
  120027. return system;
  120028. };
  120029. /**
  120030. * This is the main static method (one-liner) of this helper to create different particle systems
  120031. * @param type This string represents the type to the particle system to create
  120032. * @param scene The scene where the particle system should live
  120033. * @param gpu If the system will use gpu
  120034. * @returns the ParticleSystemSet created
  120035. */
  120036. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120037. if (gpu === void 0) { gpu = false; }
  120038. if (!scene) {
  120039. scene = BABYLON.Engine.LastCreatedScene;
  120040. }
  120041. var token = {};
  120042. scene._addPendingData(token);
  120043. return new Promise(function (resolve, reject) {
  120044. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120045. scene._removePendingData(token);
  120046. return reject("Particle system with GPU is not supported.");
  120047. }
  120048. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120049. scene._removePendingData(token);
  120050. var newData = JSON.parse(data.toString());
  120051. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120052. }, undefined, undefined, undefined, function (req, exception) {
  120053. scene._removePendingData(token);
  120054. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120055. });
  120056. });
  120057. };
  120058. /**
  120059. * Static function used to export a particle system to a ParticleSystemSet variable.
  120060. * Please note that the emitter shape is not exported
  120061. * @param systems defines the particle systems to export
  120062. * @returns the created particle system set
  120063. */
  120064. ParticleHelper.ExportSet = function (systems) {
  120065. var set = new BABYLON.ParticleSystemSet();
  120066. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120067. var system = systems_1[_i];
  120068. set.systems.push(system);
  120069. }
  120070. return set;
  120071. };
  120072. /**
  120073. * Gets or sets base Assets URL
  120074. */
  120075. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120076. return ParticleHelper;
  120077. }());
  120078. BABYLON.ParticleHelper = ParticleHelper;
  120079. })(BABYLON || (BABYLON = {}));
  120080. //# sourceMappingURL=babylon.particleHelper.js.map
  120081. var BABYLON;
  120082. (function (BABYLON) {
  120083. /**
  120084. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120085. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120086. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120087. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120088. */
  120089. var VideoDome = /** @class */ (function (_super) {
  120090. __extends(VideoDome, _super);
  120091. /**
  120092. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120093. * @param name Element's name, child elements will append suffixes for their own names.
  120094. * @param urlsOrVideo defines the url(s) or the video element to use
  120095. * @param options An object containing optional or exposed sub element properties
  120096. */
  120097. function VideoDome(name, urlsOrVideo, options, scene) {
  120098. var _this = _super.call(this, name, scene) || this;
  120099. _this._useDirectMapping = false;
  120100. // set defaults and manage values
  120101. name = name || "videoDome";
  120102. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120103. options.clickToPlay = Boolean(options.clickToPlay);
  120104. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120105. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120106. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120107. if (options.useDirectMapping === undefined) {
  120108. _this._useDirectMapping = true;
  120109. }
  120110. else {
  120111. _this._useDirectMapping = options.useDirectMapping;
  120112. }
  120113. _this._setReady(false);
  120114. // create
  120115. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120116. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120117. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120118. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120119. texture.onLoadObservable.addOnce(function () {
  120120. _this._setReady(true);
  120121. });
  120122. // configure material
  120123. material.useEquirectangularFOV = true;
  120124. material.fovMultiplier = 1.0;
  120125. material.opacityFresnel = false;
  120126. if (_this._useDirectMapping) {
  120127. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120128. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120129. material.diffuseTexture = texture;
  120130. }
  120131. else {
  120132. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120133. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120134. material.reflectionTexture = texture;
  120135. }
  120136. // configure mesh
  120137. _this._mesh.material = material;
  120138. _this._mesh.parent = _this;
  120139. // optional configuration
  120140. if (options.clickToPlay) {
  120141. scene.onPointerUp = function () {
  120142. _this._videoTexture.video.play();
  120143. };
  120144. }
  120145. return _this;
  120146. }
  120147. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120148. /**
  120149. * Gets the video texture being displayed on the sphere
  120150. */
  120151. get: function () {
  120152. return this._videoTexture;
  120153. },
  120154. enumerable: true,
  120155. configurable: true
  120156. });
  120157. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120158. /**
  120159. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120160. * Also see the options.resolution property.
  120161. */
  120162. get: function () {
  120163. return this._material.fovMultiplier;
  120164. },
  120165. set: function (value) {
  120166. this._material.fovMultiplier = value;
  120167. },
  120168. enumerable: true,
  120169. configurable: true
  120170. });
  120171. /**
  120172. * Releases resources associated with this node.
  120173. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120174. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120175. */
  120176. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120177. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120178. this._videoTexture.dispose();
  120179. this._mesh.dispose();
  120180. this._material.dispose();
  120181. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120182. };
  120183. return VideoDome;
  120184. }(BABYLON.TransformNode));
  120185. BABYLON.VideoDome = VideoDome;
  120186. })(BABYLON || (BABYLON = {}));
  120187. //# sourceMappingURL=babylon.videoDome.js.map
  120188. var BABYLON;
  120189. (function (BABYLON) {
  120190. /**
  120191. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120192. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120193. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120194. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120195. */
  120196. var PhotoDome = /** @class */ (function (_super) {
  120197. __extends(PhotoDome, _super);
  120198. /**
  120199. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120200. * @param name Element's name, child elements will append suffixes for their own names.
  120201. * @param urlsOfPhoto defines the url of the photo to display
  120202. * @param options defines an object containing optional or exposed sub element properties
  120203. * @param onError defines a callback called when an error occured while loading the texture
  120204. */
  120205. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120206. if (onError === void 0) { onError = null; }
  120207. var _this = _super.call(this, name, scene) || this;
  120208. _this._useDirectMapping = false;
  120209. /**
  120210. * Observable raised when an error occured while loading the 360 image
  120211. */
  120212. _this.onLoadErrorObservable = new BABYLON.Observable();
  120213. // set defaults and manage values
  120214. name = name || "photoDome";
  120215. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120216. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120217. if (options.useDirectMapping === undefined) {
  120218. _this._useDirectMapping = true;
  120219. }
  120220. else {
  120221. _this._useDirectMapping = options.useDirectMapping;
  120222. }
  120223. _this._setReady(false);
  120224. // create
  120225. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120226. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120227. // configure material
  120228. material.opacityFresnel = false;
  120229. material.useEquirectangularFOV = true;
  120230. material.fovMultiplier = 1.0;
  120231. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120232. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120233. if (onError) {
  120234. onError(message, exception);
  120235. }
  120236. });
  120237. _this.photoTexture.onLoadObservable.addOnce(function () {
  120238. _this._setReady(true);
  120239. });
  120240. // configure mesh
  120241. _this._mesh.material = material;
  120242. _this._mesh.parent = _this;
  120243. return _this;
  120244. }
  120245. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120246. /**
  120247. * Gets or sets the texture being displayed on the sphere
  120248. */
  120249. get: function () {
  120250. return this._photoTexture;
  120251. },
  120252. set: function (value) {
  120253. if (this._photoTexture === value) {
  120254. return;
  120255. }
  120256. this._photoTexture = value;
  120257. if (this._useDirectMapping) {
  120258. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120259. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120260. this._material.diffuseTexture = this._photoTexture;
  120261. }
  120262. else {
  120263. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120264. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120265. this._material.reflectionTexture = this._photoTexture;
  120266. }
  120267. },
  120268. enumerable: true,
  120269. configurable: true
  120270. });
  120271. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120272. /**
  120273. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120274. * Also see the options.resolution property.
  120275. */
  120276. get: function () {
  120277. return this._material.fovMultiplier;
  120278. },
  120279. set: function (value) {
  120280. this._material.fovMultiplier = value;
  120281. },
  120282. enumerable: true,
  120283. configurable: true
  120284. });
  120285. /**
  120286. * Releases resources associated with this node.
  120287. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120288. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120289. */
  120290. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120291. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120292. this._photoTexture.dispose();
  120293. this._mesh.dispose();
  120294. this._material.dispose();
  120295. this.onLoadErrorObservable.clear();
  120296. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120297. };
  120298. return PhotoDome;
  120299. }(BABYLON.TransformNode));
  120300. BABYLON.PhotoDome = PhotoDome;
  120301. })(BABYLON || (BABYLON = {}));
  120302. //# sourceMappingURL=babylon.photoDome.js.map
  120303. var BABYLON;
  120304. (function (BABYLON) {
  120305. /** @hidden */
  120306. var _OcclusionDataStorage = /** @class */ (function () {
  120307. function _OcclusionDataStorage() {
  120308. /** @hidden */
  120309. this.occlusionInternalRetryCounter = 0;
  120310. /** @hidden */
  120311. this.isOcclusionQueryInProgress = false;
  120312. /** @hidden */
  120313. this.isOccluded = false;
  120314. /** @hidden */
  120315. this.occlusionRetryCount = -1;
  120316. /** @hidden */
  120317. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120318. /** @hidden */
  120319. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120320. }
  120321. return _OcclusionDataStorage;
  120322. }());
  120323. BABYLON.Engine.prototype.createQuery = function () {
  120324. return this._gl.createQuery();
  120325. };
  120326. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120327. this._gl.deleteQuery(query);
  120328. return this;
  120329. };
  120330. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120331. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120332. };
  120333. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120334. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120335. };
  120336. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120337. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120338. this._gl.beginQuery(glAlgorithm, query);
  120339. return this;
  120340. };
  120341. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120342. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120343. this._gl.endQuery(glAlgorithm);
  120344. return this;
  120345. };
  120346. BABYLON.Engine.prototype._createTimeQuery = function () {
  120347. var timerQuery = this.getCaps().timerQuery;
  120348. if (timerQuery.createQueryEXT) {
  120349. return timerQuery.createQueryEXT();
  120350. }
  120351. return this.createQuery();
  120352. };
  120353. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120354. var timerQuery = this.getCaps().timerQuery;
  120355. if (timerQuery.deleteQueryEXT) {
  120356. timerQuery.deleteQueryEXT(query);
  120357. return;
  120358. }
  120359. this.deleteQuery(query);
  120360. };
  120361. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120362. var timerQuery = this.getCaps().timerQuery;
  120363. if (timerQuery.getQueryObjectEXT) {
  120364. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120365. }
  120366. return this.getQueryResult(query);
  120367. };
  120368. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120369. var timerQuery = this.getCaps().timerQuery;
  120370. if (timerQuery.getQueryObjectEXT) {
  120371. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120372. }
  120373. return this.isQueryResultAvailable(query);
  120374. };
  120375. BABYLON.Engine.prototype.startTimeQuery = function () {
  120376. var caps = this.getCaps();
  120377. var timerQuery = caps.timerQuery;
  120378. if (!timerQuery) {
  120379. return null;
  120380. }
  120381. var token = new BABYLON._TimeToken();
  120382. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120383. if (caps.canUseTimestampForTimerQuery) {
  120384. token._startTimeQuery = this._createTimeQuery();
  120385. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120386. }
  120387. else {
  120388. if (this._currentNonTimestampToken) {
  120389. return this._currentNonTimestampToken;
  120390. }
  120391. token._timeElapsedQuery = this._createTimeQuery();
  120392. if (timerQuery.beginQueryEXT) {
  120393. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120394. }
  120395. else {
  120396. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120397. }
  120398. this._currentNonTimestampToken = token;
  120399. }
  120400. return token;
  120401. };
  120402. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120403. var caps = this.getCaps();
  120404. var timerQuery = caps.timerQuery;
  120405. if (!timerQuery || !token) {
  120406. return -1;
  120407. }
  120408. if (caps.canUseTimestampForTimerQuery) {
  120409. if (!token._startTimeQuery) {
  120410. return -1;
  120411. }
  120412. if (!token._endTimeQuery) {
  120413. token._endTimeQuery = this._createTimeQuery();
  120414. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120415. }
  120416. }
  120417. else if (!token._timeElapsedQueryEnded) {
  120418. if (!token._timeElapsedQuery) {
  120419. return -1;
  120420. }
  120421. if (timerQuery.endQueryEXT) {
  120422. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120423. }
  120424. else {
  120425. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120426. }
  120427. token._timeElapsedQueryEnded = true;
  120428. }
  120429. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120430. var available = false;
  120431. if (token._endTimeQuery) {
  120432. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120433. }
  120434. else if (token._timeElapsedQuery) {
  120435. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120436. }
  120437. if (available && !disjoint) {
  120438. var result = 0;
  120439. if (caps.canUseTimestampForTimerQuery) {
  120440. if (!token._startTimeQuery || !token._endTimeQuery) {
  120441. return -1;
  120442. }
  120443. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120444. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120445. result = timeEnd - timeStart;
  120446. this._deleteTimeQuery(token._startTimeQuery);
  120447. this._deleteTimeQuery(token._endTimeQuery);
  120448. token._startTimeQuery = null;
  120449. token._endTimeQuery = null;
  120450. }
  120451. else {
  120452. if (!token._timeElapsedQuery) {
  120453. return -1;
  120454. }
  120455. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120456. this._deleteTimeQuery(token._timeElapsedQuery);
  120457. token._timeElapsedQuery = null;
  120458. token._timeElapsedQueryEnded = false;
  120459. this._currentNonTimestampToken = null;
  120460. }
  120461. return result;
  120462. }
  120463. return -1;
  120464. };
  120465. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120466. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120467. };
  120468. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120469. get: function () {
  120470. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120471. },
  120472. enumerable: false,
  120473. configurable: true
  120474. });
  120475. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120476. get: function () {
  120477. if (!this.__occlusionDataStorage) {
  120478. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120479. }
  120480. return this.__occlusionDataStorage;
  120481. },
  120482. enumerable: false,
  120483. configurable: true
  120484. });
  120485. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120486. get: function () {
  120487. return this._occlusionDataStorage.isOccluded;
  120488. },
  120489. set: function (value) {
  120490. this._occlusionDataStorage.isOccluded = value;
  120491. },
  120492. enumerable: true,
  120493. configurable: true
  120494. });
  120495. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120496. get: function () {
  120497. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120498. },
  120499. set: function (value) {
  120500. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120501. },
  120502. enumerable: true,
  120503. configurable: true
  120504. });
  120505. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120506. get: function () {
  120507. return this._occlusionDataStorage.occlusionType;
  120508. },
  120509. set: function (value) {
  120510. this._occlusionDataStorage.occlusionType = value;
  120511. },
  120512. enumerable: true,
  120513. configurable: true
  120514. });
  120515. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120516. get: function () {
  120517. return this._occlusionDataStorage.occlusionRetryCount;
  120518. },
  120519. set: function (value) {
  120520. this._occlusionDataStorage.occlusionRetryCount = value;
  120521. },
  120522. enumerable: true,
  120523. configurable: true
  120524. });
  120525. // We also need to update AbstractMesh as there is a portion of the code there
  120526. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120527. var dataStorage = this._occlusionDataStorage;
  120528. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120529. dataStorage.isOccluded = false;
  120530. return false;
  120531. }
  120532. var engine = this.getEngine();
  120533. if (engine.webGLVersion < 2) {
  120534. dataStorage.isOccluded = false;
  120535. return false;
  120536. }
  120537. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120538. dataStorage.isOccluded = false;
  120539. return false;
  120540. }
  120541. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120542. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120543. if (isOcclusionQueryAvailable) {
  120544. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120545. dataStorage.isOcclusionQueryInProgress = false;
  120546. dataStorage.occlusionInternalRetryCounter = 0;
  120547. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120548. }
  120549. else {
  120550. dataStorage.occlusionInternalRetryCounter++;
  120551. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120552. dataStorage.isOcclusionQueryInProgress = false;
  120553. dataStorage.occlusionInternalRetryCounter = 0;
  120554. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120555. // if strict continue the last state of the object.
  120556. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120557. }
  120558. else {
  120559. return false;
  120560. }
  120561. }
  120562. }
  120563. var scene = this.getScene();
  120564. if (scene.getBoundingBoxRenderer) {
  120565. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120566. if (!this._occlusionQuery) {
  120567. this._occlusionQuery = engine.createQuery();
  120568. }
  120569. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120570. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120571. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120572. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120573. }
  120574. return dataStorage.isOccluded;
  120575. };
  120576. })(BABYLON || (BABYLON = {}));
  120577. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120578. var BABYLON;
  120579. (function (BABYLON) {
  120580. /**
  120581. * Class used to generate noise procedural textures
  120582. */
  120583. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120584. __extends(NoiseProceduralTexture, _super);
  120585. /**
  120586. * Creates a new NoiseProceduralTexture
  120587. * @param name defines the name fo the texture
  120588. * @param size defines the size of the texture (default is 256)
  120589. * @param scene defines the hosting scene
  120590. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120591. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120592. */
  120593. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120594. if (size === void 0) { size = 256; }
  120595. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120596. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120597. _this._time = 0;
  120598. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120599. _this.brightness = 0.2;
  120600. /** Defines the number of octaves to process */
  120601. _this.octaves = 3;
  120602. /** Defines the level of persistence (0.8 by default) */
  120603. _this.persistence = 0.8;
  120604. /** Gets or sets animation speed factor (default is 1) */
  120605. _this.animationSpeedFactor = 1;
  120606. _this.autoClear = false;
  120607. _this._updateShaderUniforms();
  120608. return _this;
  120609. }
  120610. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120611. var scene = this.getScene();
  120612. if (!scene) {
  120613. return;
  120614. }
  120615. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120616. this.setFloat("brightness", this.brightness);
  120617. this.setFloat("persistence", this.persistence);
  120618. this.setFloat("timeScale", this._time);
  120619. };
  120620. NoiseProceduralTexture.prototype._getDefines = function () {
  120621. return "#define OCTAVES " + (this.octaves | 0);
  120622. };
  120623. /** Generate the current state of the procedural texture */
  120624. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120625. this._updateShaderUniforms();
  120626. _super.prototype.render.call(this, useCameraPostProcess);
  120627. };
  120628. /**
  120629. * Serializes this noise procedural texture
  120630. * @returns a serialized noise procedural texture object
  120631. */
  120632. NoiseProceduralTexture.prototype.serialize = function () {
  120633. var serializationObject = {};
  120634. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120635. serializationObject.brightness = this.brightness;
  120636. serializationObject.octaves = this.octaves;
  120637. serializationObject.persistence = this.persistence;
  120638. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120639. serializationObject.size = this.getSize().width;
  120640. serializationObject.generateMipMaps = this._generateMipMaps;
  120641. return serializationObject;
  120642. };
  120643. /**
  120644. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120645. * @param parsedTexture defines parsed texture data
  120646. * @param scene defines the current scene
  120647. * @param rootUrl defines the root URL containing noise procedural texture information
  120648. * @returns a parsed NoiseProceduralTexture
  120649. */
  120650. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120651. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120652. texture.brightness = parsedTexture.brightness;
  120653. texture.octaves = parsedTexture.octaves;
  120654. texture.persistence = parsedTexture.persistence;
  120655. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120656. return texture;
  120657. };
  120658. return NoiseProceduralTexture;
  120659. }(BABYLON.ProceduralTexture));
  120660. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120661. })(BABYLON || (BABYLON = {}));
  120662. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120663. var __assign = (this && this.__assign) || function () {
  120664. __assign = Object.assign || function(t) {
  120665. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120666. s = arguments[i];
  120667. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120668. t[p] = s[p];
  120669. }
  120670. return t;
  120671. };
  120672. return __assign.apply(this, arguments);
  120673. };
  120674. var BABYLON;
  120675. (function (BABYLON) {
  120676. /**
  120677. * This can helps recording videos from BabylonJS.
  120678. * This is based on the available WebRTC functionalities of the browser.
  120679. *
  120680. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120681. */
  120682. var VideoRecorder = /** @class */ (function () {
  120683. /**
  120684. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120685. * a video file.
  120686. * @param engine Defines the BabylonJS Engine you wish to record
  120687. * @param options Defines options that can be used to customized the capture
  120688. */
  120689. function VideoRecorder(engine, options) {
  120690. if (options === void 0) { options = null; }
  120691. if (!VideoRecorder.IsSupported(engine)) {
  120692. throw "Your browser does not support recording so far.";
  120693. }
  120694. var canvas = engine.getRenderingCanvas();
  120695. if (!canvas) {
  120696. throw "The babylon engine must have a canvas to be recorded";
  120697. }
  120698. this._canvas = canvas;
  120699. this._canvas.isRecording = false;
  120700. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120701. var stream = this._canvas.captureStream(this._options.fps);
  120702. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120703. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120704. this._mediaRecorder.onerror = this._handleError.bind(this);
  120705. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120706. }
  120707. /**
  120708. * Returns wehther or not the VideoRecorder is available in your browser.
  120709. * @param engine Defines the Babylon Engine to check the support for
  120710. * @returns true if supported otherwise false
  120711. */
  120712. VideoRecorder.IsSupported = function (engine) {
  120713. var canvas = engine.getRenderingCanvas();
  120714. return (!!canvas && typeof canvas.captureStream === "function");
  120715. };
  120716. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120717. /**
  120718. * True wether a recording is already in progress.
  120719. */
  120720. get: function () {
  120721. return !!this._canvas && this._canvas.isRecording;
  120722. },
  120723. enumerable: true,
  120724. configurable: true
  120725. });
  120726. /**
  120727. * Stops the current recording before the default capture timeout passed in the startRecording
  120728. * functions.
  120729. */
  120730. VideoRecorder.prototype.stopRecording = function () {
  120731. if (!this._canvas || !this._mediaRecorder) {
  120732. return;
  120733. }
  120734. if (!this.isRecording) {
  120735. return;
  120736. }
  120737. this._canvas.isRecording = false;
  120738. this._mediaRecorder.stop();
  120739. };
  120740. /**
  120741. * Starts recording the canvas for a max duration specified in parameters.
  120742. * @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.
  120743. * @param maxDuration Defines the maximum recording time in seconds.
  120744. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120745. * @return a promise callback at the end of the recording with the video data in Blob.
  120746. */
  120747. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120748. var _this = this;
  120749. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120750. if (maxDuration === void 0) { maxDuration = 7; }
  120751. if (!this._canvas || !this._mediaRecorder) {
  120752. throw "Recorder has already been disposed";
  120753. }
  120754. if (this.isRecording) {
  120755. throw "Recording already in progress";
  120756. }
  120757. if (maxDuration > 0) {
  120758. setTimeout(function () {
  120759. _this.stopRecording();
  120760. }, maxDuration * 1000);
  120761. }
  120762. this._fileName = fileName;
  120763. this._recordedChunks = [];
  120764. this._resolve = null;
  120765. this._reject = null;
  120766. this._canvas.isRecording = true;
  120767. this._mediaRecorder.start(this._options.recordChunckSize);
  120768. return new Promise(function (resolve, reject) {
  120769. _this._resolve = resolve;
  120770. _this._reject = reject;
  120771. });
  120772. };
  120773. /**
  120774. * Releases internal resources used during the recording.
  120775. */
  120776. VideoRecorder.prototype.dispose = function () {
  120777. this._canvas = null;
  120778. this._mediaRecorder = null;
  120779. this._recordedChunks = [];
  120780. this._fileName = null;
  120781. this._resolve = null;
  120782. this._reject = null;
  120783. };
  120784. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120785. if (event.data.size > 0) {
  120786. this._recordedChunks.push(event.data);
  120787. }
  120788. };
  120789. VideoRecorder.prototype._handleError = function (event) {
  120790. this.stopRecording();
  120791. if (this._reject) {
  120792. this._reject(event.error);
  120793. }
  120794. else {
  120795. throw new event.error();
  120796. }
  120797. };
  120798. VideoRecorder.prototype._handleStop = function () {
  120799. this.stopRecording();
  120800. var superBuffer = new Blob(this._recordedChunks);
  120801. if (this._resolve) {
  120802. this._resolve(superBuffer);
  120803. }
  120804. window.URL.createObjectURL(superBuffer);
  120805. if (this._fileName) {
  120806. BABYLON.Tools.Download(superBuffer, this._fileName);
  120807. }
  120808. };
  120809. VideoRecorder._defaultOptions = {
  120810. mimeType: "video/webm",
  120811. fps: 25,
  120812. recordChunckSize: 3000
  120813. };
  120814. return VideoRecorder;
  120815. }());
  120816. BABYLON.VideoRecorder = VideoRecorder;
  120817. })(BABYLON || (BABYLON = {}));
  120818. //# sourceMappingURL=babylon.videoRecorder.js.map
  120819. var BABYLON;
  120820. (function (BABYLON) {
  120821. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120822. if (replace === void 0) { replace = false; }
  120823. // Dispose existing light in replace mode.
  120824. if (replace) {
  120825. if (this.lights) {
  120826. for (var i = 0; i < this.lights.length; i++) {
  120827. this.lights[i].dispose();
  120828. }
  120829. }
  120830. }
  120831. // Light
  120832. if (this.lights.length === 0) {
  120833. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120834. }
  120835. };
  120836. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120837. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120838. if (replace === void 0) { replace = false; }
  120839. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120840. // Dispose existing camera in replace mode.
  120841. if (replace) {
  120842. if (this.activeCamera) {
  120843. this.activeCamera.dispose();
  120844. this.activeCamera = null;
  120845. }
  120846. }
  120847. // Camera
  120848. if (!this.activeCamera) {
  120849. var worldExtends = this.getWorldExtends();
  120850. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120851. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120852. var camera;
  120853. var radius = worldSize.length() * 1.5;
  120854. // empty scene scenario!
  120855. if (!isFinite(radius)) {
  120856. radius = 1;
  120857. worldCenter.copyFromFloats(0, 0, 0);
  120858. }
  120859. if (createArcRotateCamera) {
  120860. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120861. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120862. arcRotateCamera.wheelPrecision = 100 / radius;
  120863. camera = arcRotateCamera;
  120864. }
  120865. else {
  120866. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120867. freeCamera.setTarget(worldCenter);
  120868. camera = freeCamera;
  120869. }
  120870. camera.minZ = radius * 0.01;
  120871. camera.maxZ = radius * 1000;
  120872. camera.speed = radius * 0.2;
  120873. this.activeCamera = camera;
  120874. var canvas = this.getEngine().getRenderingCanvas();
  120875. if (attachCameraControls && canvas) {
  120876. camera.attachControl(canvas);
  120877. }
  120878. }
  120879. };
  120880. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120881. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120882. if (replace === void 0) { replace = false; }
  120883. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120884. this.createDefaultLight(replace);
  120885. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120886. };
  120887. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120888. if (pbr === void 0) { pbr = false; }
  120889. if (scale === void 0) { scale = 1000; }
  120890. if (blur === void 0) { blur = 0; }
  120891. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120892. if (!environmentTexture) {
  120893. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120894. return null;
  120895. }
  120896. if (setGlobalEnvTexture) {
  120897. if (environmentTexture) {
  120898. this.environmentTexture = environmentTexture;
  120899. }
  120900. }
  120901. // Skybox
  120902. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  120903. if (pbr) {
  120904. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  120905. hdrSkyboxMaterial.backFaceCulling = false;
  120906. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  120907. if (hdrSkyboxMaterial.reflectionTexture) {
  120908. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120909. }
  120910. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  120911. hdrSkyboxMaterial.disableLighting = true;
  120912. hdrSkyboxMaterial.twoSidedLighting = true;
  120913. hdrSkybox.infiniteDistance = true;
  120914. hdrSkybox.material = hdrSkyboxMaterial;
  120915. }
  120916. else {
  120917. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  120918. skyboxMaterial.backFaceCulling = false;
  120919. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  120920. if (skyboxMaterial.reflectionTexture) {
  120921. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120922. }
  120923. skyboxMaterial.disableLighting = true;
  120924. hdrSkybox.infiniteDistance = true;
  120925. hdrSkybox.material = skyboxMaterial;
  120926. }
  120927. hdrSkybox.isPickable = false;
  120928. return hdrSkybox;
  120929. };
  120930. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  120931. if (BABYLON.EnvironmentHelper) {
  120932. return new BABYLON.EnvironmentHelper(options, this);
  120933. }
  120934. return null;
  120935. };
  120936. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120937. if (webVROptions === void 0) { webVROptions = {}; }
  120938. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120939. };
  120940. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120941. var _this = this;
  120942. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  120943. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  120944. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  120945. .then(function (ui) {
  120946. new BABYLON.WebXRInput(helper);
  120947. return helper;
  120948. });
  120949. });
  120950. };
  120951. })(BABYLON || (BABYLON = {}));
  120952. //# sourceMappingURL=babylon.sceneHelpers.js.map
  120953. 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"};
  120954. 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};"};
  120955. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  120956. globalObject["BABYLON"] = BABYLON;
  120957. //backwards compatibility
  120958. if(typeof earcut !== 'undefined') {
  120959. globalObject["Earcut"] = {
  120960. earcut: earcut
  120961. };
  120962. }
  120963. return BABYLON;
  120964. });